DayZ 1.27
DayZ Explorer by KGB
 
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ActionReadPaper.c
См. документацию.
2{
3 override void CreateActionComponent()
4 {
6 m_ActionData.m_ActionComponent = new CAContinuousTime(-1.0);
7 }
8
9 override void EndActionComponent()
10 {
11 }
12
13 override void OnStateChange(int pOldState, int pCurrentState)
14 {
15 if (pCurrentState == STATE_NONE && (!GetGame().IsDedicatedServer()))
16 {
17 if (GetGame().GetUIManager() && GetGame().GetUIManager().IsMenuOpen(MENU_NOTE))
19 }
20 else if (pCurrentState == STATE_LOOP_LOOP && pOldState != STATE_LOOP_LOOP && (!GetGame().IsMultiplayer() || GetGame().IsServer()))
21 {
22 ItemBase paper_item = ItemBase.Cast(m_ActionData.m_MainItem);
23 Param1<string> text = new Param1<string>(paper_item.GetWrittenNoteData().GetNoteText());
24 paper_item.RPCSingleParam(ERPCs.RPC_READ_NOTE, text, true,m_ActionData.m_Player.GetIdentity());
25 }
26 }
27};
28
31{
33 {
35 m_CommandUID = DayZPlayerConstants.CMD_ACTIONFB_VIEWNOTE;
36 m_FullBody = true;
37 m_StanceMask = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT | DayZPlayerConstants.STANCEMASK_PRONE;
38 m_Text = "#read";
39 }
40
46
47 override bool HasTarget()
48 {
49 return false;
50 }
51
52 override void OnUpdate(ActionData action_data)
53 {
54 super.OnUpdate(action_data);
55
56 if(!GetGame().IsDedicatedServer())
57 {
58 if (action_data.m_State == UA_FINISHED && GetGame().GetUIManager() && !GetGame().GetUIManager().IsMenuOpen(MENU_NOTE))
59 {
60 ActionManagerClient.Cast(action_data.m_Player.GetActionManager()).RequestEndAction();
61 }
62 }
63 }
64
65 override void OnEndRequest(ActionData action_data)
66 {
67 if (action_data.m_Callback)
68 {
69 action_data.m_Callback.InternalCommand(DayZPlayerConstants.CMD_ACTIONINT_INTERRUPT);
70 }
71 }
72};
ActionBase ActionData
Определения ActionBase.c:30
ERPCs
Определения ERPCs.c:2
int m_StanceMask
Определения ActionBase.c:62
string m_Text
Определения ActionBase.c:58
ref CCIBase m_ConditionItem
Определения ActionBase.c:64
bool m_FullBody
Определения ActionBase.c:61
ref CCTBase m_ConditionTarget
Определения ActionBase.c:65
ActionData m_ActionData
Определения AnimatedActionBase.c:3
void ActionContinuousBase()
Определения ActionContinuousBase.c:124
override void RequestEndAction()
Определения ActionManagerClient.c:266
override void OnUpdate(ActionData action_data)
Определения ActionReadPaper.c:52
void ActionReadPaper()
Определения ActionReadPaper.c:32
override void CreateConditionComponents()
Определения ActionReadPaper.c:41
override bool HasTarget()
Определения ActionReadPaper.c:47
override void OnEndRequest(ActionData action_data)
Определения ActionReadPaper.c:65
override void OnStateChange(int pOldState, int pCurrentState)
Определения ActionReadPaper.c:13
override void CreateActionComponent()
Определения ActionReadPaper.c:3
override void EndActionComponent()
Определения ActionReadPaper.c:9
int m_CommandUID
Определения AnimatedActionBase.c:143
Определения CCINonRuined.c:2
Определения CCTNone.c:2
proto native UIManager GetUIManager()
override WrittenNoteData GetWrittenNoteData()
Определения Paper.c:30
Определения InventoryItem.c:731
UIScriptedMenu FindMenu(int id)
Returns menu with specific ID if it is open (see MenuID)
Определения UIManager.c:160
string GetNoteText()
Определения WrittenNoteData.c:73
DayZPlayerConstants
defined in C++
Определения dayzplayer.c:602
proto native CGame GetGame()
const int MENU_NOTE
Определения constants.c:190
const int UA_FINISHED
Определения constants.c:464
static const int STATE_NONE
undef state - not running anymore
Определения human.c:349
proto native void EnableStateChangeCallback()
enables state change callback OnStateChange
static const int STATE_LOOP_LOOP
Определения human.c:353