289{
295
297 {
301 }
302
304 {
306 {
308 {
309 GetGame().GetMission().RemoveActiveInputExcludes({
"map"},
false);
310 }
311 else
312 {
313 GetGame().GetMission().RemoveActiveInputExcludes({
"loopedactions"},
false);
314 }
316 }
317
318 if (!m_ActionData || !m_ActionData.m_Player)
319 return;
320
322 if (
chernomap && m_ActionData.m_Player.IsMapOpen())
323 {
324 chernomap.SetMapStateOpen(
false, m_ActionData.m_Player);
325 }
326 }
327
329 {
332 }
333
335 {
337 }
338
340 {
341 if (!m_ActionData || !m_ActionData.m_Player)
342 return;
343
345 {
347 }
348 }
349
351 {
352 if (!m_ActionData || !m_ActionData.m_Player)
353 return;
354
356 {
360
362 {
365 }
366 else
367 {
369 }
370 break;
371 }
372 }
373
375 {
376 if (m_ActionData && m_ActionData.m_Player)
377 {
378 if (m_ActionData && m_ActionData.m_ActionComponent)
379 m_ActionData.m_State = m_ActionData.m_ActionComponent.Interrupt(m_ActionData);
380
382 {
384 }
385
389
390 m_ActionData.m_Player.SetMapClosingSyncSet(false);
391
393 if (
chernomap && m_ActionData.m_Player.IsMapOpen())
394 {
395 chernomap.SetMapStateOpen(
false, m_ActionData.m_Player);
396 }
397
400 }
401 }
402
404 {
405 if (m_ActionData.m_Player.IsSwimming() || m_ActionData.m_Player.IsClimbing() || m_ActionData.m_Player.IsFalling() || m_ActionData.m_Player.IsClimbingLadder() || m_ActionData.m_Player.IsUnconscious() || m_ActionData.m_Player.IsRestrained())
406 return;
407
410 {
411 if (!m_ActionData.m_Player.IsMapOpen() && !
m_MapFolding)
412 {
414 return;
415
416 chernomap.SetMapStateOpen(
true, m_ActionData.m_Player);
417
419 {
420
421 }
422
423 if (!
GetGame().IsDedicatedServer())
424 {
427 m_UIManager =
GetGame().GetUIManager();
430 {
434 GetGame().GetMission().AddActiveInputExcludes({
"map"});
435 }
436 else
437 {
438 GetGame().GetMission().AddActiveInputExcludes({
"loopedactions"});
439 }
440
442 }
443 }
444 else if (m_ActionData.m_Player.IsMapOpen())
445 {
446 chernomap.SetMapStateOpen(
false, m_ActionData.m_Player);
448 m_ActionData.m_Player.SetMapOpen(false);
449 }
450 }
451 }
452
454 {
456 }
457}
458
460{
462 {
463 m_Text = "#unfold_map";
464 }
465
467 {
468 return false;
469 }
470
472 {
474 m_ConditionTarget =
new CCTNone();
475 }
476
478 {
479 return false;
480 }
481
483 {
485 {
486 return false;
487 }
488 return true;
489 }
490
492 {
494 }
495
497 {
499 }
500
502 {
504
508 }
509
511 {
514 }
515
517 {
519 {
523 }
524 else
525 {
527 }
528 }
529
531 {
533 {
535 }
536 else
537 {
539 }
540
541
543 {
546 }
547 }
548}
bool m_MapFolding
Definition ActionUnfoldMap.c:175
override void OnAnimationEvent(int pEventID)
Definition ActionUnfoldMap.c:235
override void SetActionData(ActionData action_data)
Definition ActionUnfoldMap.c:213
ActionUnfoldMapCB ActionBaseCB ActionUnfoldMap()
Definition ActionUnfoldMap.c:174
void ~ActionUnfoldMapCB()
Definition ActionUnfoldMap.c:188
bool m_HasReceivedEvent
Definition ActionUnfoldMap.c:176
bool StateCheck()
Definition ActionUnfoldMap.c:338
void PerformMapChange()
Definition ActionUnfoldMap.c:288
bool CancelCondition()
Definition ActionUnfoldMap.c:219
override void OnStateChange(int pOldState, int pCurrentState)
Definition ActionUnfoldMap.c:224
override void OnFinish(bool pCanceled)
Definition ActionUnfoldMap.c:259
int m_InitMovementState
Definition ActionUnfoldMap.c:178
void ActionUnfoldMapCB()
Definition ActionUnfoldMap.c:181
bool m_CancelCondition
Definition ActionUnfoldMap.c:177
int m_FinalMovementState
Definition ActionUnfoldMap.c:179
class DayZCreatureAnimInterface RegisterAnimationEvent(string event_name, string function_name)
Definition AnimatedActionBase.c:2
Definition ActionBase.c:53
bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
Definition ActionBase.c:403
void CreateConditionComponents()
Definition ActionBase.c:230
bool HasTarget()
Definition ActionBase.c:244
int GetActionCategory()
Definition ActionBase.c:278
void OnStartClient(ActionData action_data)
Definition ActionBase.c:1159
void OnStartServer(ActionData action_data)
Definition ActionBase.c:1162
void OnEndRequest(ActionData action_data)
Definition ActionBase.c:682
bool IsInstant()
Definition ActionBase.c:262
Definition CfgGameplayHandler.c:2
static bool GetUse3DMap()
Definition CfgGameplayHandler.c:377
Definition InventoryItem.c:731
Definition PlayerBaseClient.c:2
proto native UIScriptedMenu EnterScriptedMenu(int id, UIMenuPanel parent)
Create & open menu with specific id (see MenuID) and set its parent.
bool CloseAll()
Close all opened menus.
Definition UIManager.c:78
proto native CGame GetGame()
const int UA_ANIM_EVENT
Definition constants.c:450
static const int STATE_LOOP_IN
looped state
Definition human.c:352
proto native void EnableCancelCondition(bool pEnable)
proto native void EnableStateChangeCallback()
enables state change callback OnStateChange
static const int STATE_LOOP_LOOP
Definition human.c:353