DayZ 1.26
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Файл ActionRepairCarPartWithBlowTorch.c

См. исходные тексты.

Структуры данных

class  ActionRepairCarPartWithBlowtorchCB
 

Функции

ActionRepairCarPartWithBlowtorchCB ActionRepairCarPartCB ActionRepairCarPartWithBlowtorch ()
 
override void CreateActionComponent ()
 
override void CreateConditionComponents ()
 
override bool ActionCondition (PlayerBase player, ActionTarget target, ItemBase item)
 
override void OnStartAnimationLoopServer (ActionData action_data)
 
override void OnFinishProgressServer (ActionData action_data)
 
override void OnEndServer (ActionData action_data)
 

Функции

◆ ActionCondition()

override bool ActionCondition ( PlayerBase player,
ActionTarget target,
ItemBase item )
25 {
26 Blowtorch bt = Blowtorch.Cast(item);
27 return super.ActionCondition(player, target, item) && bt.HasEnoughEnergyForRepair(UATimeSpent.BASEBUILDING_REPAIR_MEDIUM);
28 }
Definition EntityAI.c:95
Definition ActionConstants.c:28
const float BASEBUILDING_REPAIR_MEDIUM
Definition ActionConstants.c:67

Перекрестные ссылки UATimeSpent::BASEBUILDING_REPAIR_MEDIUM.

◆ ActionRepairCarPartWithBlowtorch()

ActionRepairCarPartWithBlowtorchCB ActionRepairCarPartCB ActionRepairCarPartWithBlowtorch ( )
12 {
13 m_CallbackClass = ActionRepairCarPartWithBlowtorchCB;
14 m_CommandUID = DayZPlayerConstants.CMD_ACTIONFB_FLAME_REPAIR;
15 m_StanceMask = DayZPlayerConstants.STANCEMASK_ERECT | DayZPlayerConstants.STANCEMASK_CROUCH;
16 }
int m_CommandUID
Definition ActionBase.c:31
int m_StanceMask
Definition ActionBase.c:33
Definition ActionRepairCarPartWithBlowTorch.c:2
DayZPlayerConstants
defined in C++
Definition dayzplayer.c:602

Используется в ActionConstructor::RegisterActions() и ItemBase::SetActions().

◆ CreateActionComponent()

override void CreateActionComponent ( )
12 {
13 m_CallbackClass = ActionRepairCarPartWithBlowtorchCB;
14 m_CommandUID = DayZPlayerConstants.CMD_ACTIONFB_FLAME_REPAIR;
15 m_StanceMask = DayZPlayerConstants.STANCEMASK_ERECT | DayZPlayerConstants.STANCEMASK_CROUCH;

Перекрестные ссылки m_CommandUID и m_StanceMask.

◆ CreateConditionComponents()

override void CreateConditionComponents ( )
19 {
20 m_ConditionItem = new CCINonRuined();
21 m_ConditionTarget = new CCTCursor(UAMaxDistances.REPAIR);
22 }
Definition CCINonRuined.c:2
Definition CCTCursor.c:2
Definition ActionConstants.c:106
const float REPAIR
Definition ActionConstants.c:109

Перекрестные ссылки UAMaxDistances::REPAIR.

◆ OnEndServer()

override void OnEndServer ( ActionData action_data)
45 {
46 super.OnEndServer(action_data);
47
48 action_data.m_MainItem.GetCompEM().SwitchOff();
49 }

◆ OnFinishProgressServer()

override void OnFinishProgressServer ( ActionData action_data)
38 {
39 super.OnFinishProgressServer(action_data);
40
41 action_data.m_MainItem.GetCompEM().SwitchOff();
42 }

◆ OnStartAnimationLoopServer()

override void OnStartAnimationLoopServer ( ActionData action_data)
31 {
32 super.OnStartAnimationLoopServer(action_data);
33
34 action_data.m_MainItem.GetCompEM().SwitchOn();
35 }