DayZ 1.26
DayZ Explorer by KGB
Загрузка...
Поиск...
Не найдено
Файл ActionBase.c

См. исходные тексты.

Структуры данных

class  ActionOverrideData
 
class  ActionBase
 

Перечисления

enum  ActionConditionMask {
  ACM_NO_EXEPTION = 0 , ACM_IN_VEHICLE = 1 , ACM_ON_LADDER = 2 , ACM_SWIMMING = 4 ,
  ACM_RESTRAIN = 8 , ACM_RAISED = 16 , ACM_ON_BACK = 32 , ACM_THROWING = 64 ,
  ACM_LEANING = 128 , ACM_BROKEN_LEGS = 256 , ACM_IN_FREELOOK = 512
}
 

Переменные

enum ActionConditionMask m_MainItem
 
ref ActionTarget m_Target
 
int m_CommandUID = -1
 
int m_CommandUIDProne = -1
 
int m_StanceMask = -1
 
ref ActionBase m_Action
 
ActionBaseCB m_Callback
 
ref CABase m_ActionComponent
 
int m_State
 
PlayerBase m_Player
 
int m_PossibleStanceMask
 
ref array< ref InventoryLocationm_ReservedInventoryLocations
 
int m_RefreshReservationTimer
 
int m_RefreshJunctureTimer
 
int m_DelayedAnimationEventID
 
bool m_WasExecuted
 
bool m_WasActionStarted
 
bool m_ReciveEndInput
 
ActionBase ActionData
 

Перечисления

◆ ActionConditionMask

Элементы перечислений
ACM_NO_EXEPTION 
ACM_IN_VEHICLE 
ACM_ON_LADDER 
ACM_SWIMMING 
ACM_RESTRAIN 
ACM_RAISED 
ACM_ON_BACK 
ACM_THROWING 
ACM_LEANING 
ACM_BROKEN_LEGS 
ACM_IN_FREELOOK 
2{
6 ACM_SWIMMING = 4,
7 ACM_RESTRAIN = 8,
8 ACM_RAISED = 16,
9 ACM_ON_BACK = 32,
10 ACM_THROWING = 64,
11 ACM_LEANING = 128,
12 ACM_BROKEN_LEGS = 256,
13 ACM_IN_FREELOOK = 512,
14}
@ ACM_THROWING
Definition ActionBase.c:10
@ ACM_NO_EXEPTION
Definition ActionBase.c:3
@ ACM_ON_LADDER
Definition ActionBase.c:5
@ ACM_SWIMMING
Definition ActionBase.c:6
@ ACM_RAISED
Definition ActionBase.c:8
@ ACM_LEANING
Definition ActionBase.c:11
@ ACM_IN_VEHICLE
Definition ActionBase.c:4
@ ACM_RESTRAIN
Definition ActionBase.c:7
@ ACM_ON_BACK
Definition ActionBase.c:9
@ ACM_BROKEN_LEGS
Definition ActionBase.c:12
@ ACM_IN_FREELOOK
Definition ActionBase.c:13

Переменные

◆ ActionData

31 {
33 }
int m_State
Definition ActionBase.c:39
const int UA_NONE
Definition constants.c:439

Используется в ActionBase::CreateActionData() и ActionManagerClient::PerformActionStart().

◆ m_Action

◆ m_ActionComponent

ref CABase m_ActionComponent

Используется в RandomizeSignalValues() и RollNextResultChance().

◆ m_Callback

ActionBaseCB m_Callback

◆ m_CommandUID

◆ m_CommandUIDProne

◆ m_DelayedAnimationEventID

int m_DelayedAnimationEventID

◆ m_MainItem

ItemBase m_MainItem

◆ m_Player

PlayerBase m_Player

◆ m_PossibleStanceMask

int m_PossibleStanceMask

◆ m_ReciveEndInput

bool m_ReciveEndInput

◆ m_RefreshJunctureTimer

int m_RefreshJunctureTimer

◆ m_RefreshReservationTimer

int m_RefreshReservationTimer

◆ m_ReservedInventoryLocations

ref array<ref InventoryLocation> m_ReservedInventoryLocations

◆ m_StanceMask

int m_StanceMask = -1

Используется в ActionDefibrilateSelf::ActionDefibrilateSelf(), ActionDefibrilateTarget::ActionDefibrilateTarget(), ActionDeployHuntingTrap::ActionDeployHuntingTrap(), ActionDigGardenPlot::ActionDigGardenPlot(), ActionDisinfectSelf(), ActionDisinfectTarget::ActionDisinfectTarget(), ActionDrinkPondContinuous(), ActionFillBottleSnow::ActionFillBottleSnow(), ActionForceConsume(), ActionForceConsumeSingle(), ActionForceDrink::ActionForceDrink(), ActionForceFeedSmall::ActionForceFeed(), ActionForceFeedMeat::ActionForceFeedMeat(), ActionMineBush::ActionMineBush(), ActionMineBushByHand::ActionMineBushByHand(), ActionMineRock::ActionMineRock(), ActionMineRock1H::ActionMineRock1H(), ActionMineTreeBark::ActionMineTreeBark(), ActionPickBerry::ActionPickBerry(), ActionPushBoat::ActionPushBoat(), ActionPushCar::ActionPushCar(), ActionRepairBoatChassis::ActionRepairBoatChassis(), ActionRepairCarChassis::ActionRepairCarChassis(), ActionRepairCarEngine(), ActionRepairPart::ActionRepairPart(), ActionRepairShelter::ActionRepairShelter(), ActionSidePlateInteract::ActionSidePlateInteract(), ActionStartEngine(), ActionUncoverHeadTarget::ActionUncoverHeadTarget(), ActionUnmountBarbedWire::ActionUnmountBarbedWire(), ActionInteractLoopBase::ActionWashHandsWaterOne(), CreateActionComponent(), CreateConditionComponents(), ActionAttachOnProxy::CreateConditionComponents(), ActionAttachOnTentProxy::CreateConditionComponents(), ActionAttachWithSwitch::CreateConditionComponents(), SmptAnimMetaBase::Init(), SmptAnimMetaBase::Play() и UncoverHead().

◆ m_State

int m_State

◆ m_Target

◆ m_WasActionStarted

bool m_WasActionStarted

◆ m_WasExecuted

bool m_WasExecuted