DayZ 1.27
DayZ Explorer by KGB
 
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◆ Execute()

override int CAContinuousWringClothes::Execute ( ActionData action_data)
inlineprotected

См. определение в файле CAContinuousWringClothes.c строка 24

25 {
26 if ( !action_data.m_Player )
27 {
28 return UA_ERROR;
29 }
30
31 float wetness = action_data.m_MainItem.GetWet();
32 int trim_wetness = wetness * 100;
33 float rounded_wetness = trim_wetness/100;
34
35 if ( rounded_wetness <= 0.25 )
36 {
37 return UA_FINISHED;
38 }
39 else
40 {
42 {
44 m_SpentQuantity += m_AdjustedQuantityUsedPerSecond * action_data.m_Player.GetDeltaT();
45 m_TimeElpased += action_data.m_Player.GetDeltaT();
46
48 {
49 OnCompletePogress(action_data);
51 }
52
53
54 if ( GetGame().IsServer() )
55 {
56 if ( m_SpentUnits )
57 {
60 }
61
62 action_data.m_MainItem.AddWet(-m_SpentQuantity);
63 }
64
67
68 return UA_PROCESSING;
69 }
70 else
71 {
72 OnCompletePogress(action_data);
73 return UA_FINISHED;
74 }
75 }
76 }
void SetACData(Param units)
Определения CABase.c:40
void OnCompletePogress(ActionData action_data)
Определения CAContinuousBase.c:8
float m_AdjustedQuantityUsedPerSecond
Определения CAContinuousQuantityRepeat.c:8
ref Param1< float > m_SpentUnits
Определения CAContinuousQuantityRepeat.c:10
proto native CGame GetGame()
const int UA_FINISHED
Определения constants.c:464
const int UA_ERROR
Определения constants.c:483
const int UA_PROCESSING
Определения constants.c:462

Перекрестные ссылки ActionData, GetGame(), CAContinuousQuantityRepeat::m_AdjustedQuantityUsedPerSecond, CAContinuousQuantityRepeat::m_DefaultTimeToRepeat, m_InitItemQuantity, CAContinuousQuantityRepeat::m_QuantityUsedPerSecond, CAContinuousQuantityRepeat::m_SpentQuantity, m_SpentQuantityTotal, CAContinuousQuantityRepeat::m_SpentUnits, CAContinuousQuantityRepeat::m_TimeElpased, CAContinuousBase::OnCompletePogress(), CABase::SetACData(), UA_ERROR, UA_FINISHED и UA_PROCESSING.