331{
337
339 {
343 }
344
346 {
348 {
350 {
351 g_Game.GetMission().RemoveActiveInputExcludes({
"map"},
false);
352 }
353 else
354 {
355 g_Game.GetMission().RemoveActiveInputExcludes({
"loopedactions"},
false);
356 }
357 g_Game.GetMission().RemoveActiveInputRestriction(EInputRestrictors.MAP);
358 }
359
360 if (!m_ActionData || !m_ActionData.m_Player)
361 return;
362
363 ItemMap chernomap =
ItemMap.Cast(m_ActionData.m_Player.GetItemInHands());
364 if (chernomap && m_ActionData.m_Player.IsMapOpen())
365 {
366 chernomap.SetMapStateOpen(false, m_ActionData.m_Player);
367 }
368 }
369
371 {
372 m_ActionData = action_data;
374 }
375
377 {
379 }
380
381 override void OnStateChange(
int pOldState,
int pCurrentState)
382 {
383 if (!m_ActionData || !m_ActionData.m_Player)
384 return;
385
387 {
389 }
390 }
391
393 {
394 if (!m_ActionData || !m_ActionData.m_Player)
395 return;
396
397 switch (pEventID)
398 {
402
404 {
407 }
408 else
409 {
411 }
412 break;
413 }
414 }
415
416 override void OnFinish(
bool pCanceled)
417 {
418 if (m_ActionData && m_ActionData.m_Player)
419 {
420 if (m_ActionData && m_ActionData.m_ActionComponent)
421 m_ActionData.m_State = m_ActionData.m_ActionComponent.Interrupt(m_ActionData);
422
424 {
426 }
427
431
432 m_ActionData.m_Player.SetMapClosingSyncSet(false);
433
434 ItemMap chernomap =
ItemMap.Cast(m_ActionData.m_Player.GetItemInHands());
435 if (chernomap && m_ActionData.m_Player.IsMapOpen())
436 {
437 chernomap.SetMapStateOpen(false, m_ActionData.m_Player);
438 }
439
440 if (action)
441 action.End(m_ActionData);
442 }
443 }
444
446 {
447 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())
448 return;
449
450 ItemMap chernomap =
ItemMap.Cast(m_ActionData.m_Player.GetItemInHands());
451 if (chernomap)
452 {
453 if (!m_ActionData.m_Player.IsMapOpen() && !
m_MapFolding)
454 {
456 return;
457
458 chernomap.SetMapStateOpen(true, m_ActionData.m_Player);
459
460 if (!
g_Game.IsDedicatedServer())
461 {
465 m_UIManager =
g_Game.GetUIManager();
468 {
472 mission.AddActiveInputExcludes({
"map"});
473 }
474 else
475 {
476 mission.AddActiveInputExcludes({
"loopedactions"});
477 }
478
479 mission.AddActiveInputRestriction(EInputRestrictors.MAP);
480 }
481 }
482 else if (m_ActionData.m_Player.IsMapOpen())
483 {
484 chernomap.SetMapStateOpen(false, m_ActionData.m_Player);
486 m_ActionData.m_Player.SetMapOpen(false);
487 }
488 }
489 }
490
492 {
494 }
495}
496
498{
500 {
501 m_Text = "#unfold_map";
502 }
503
505 {
506 return false;
507 }
508
510 {
511 m_ConditionItem = new CCINonRuined();
512 m_ConditionTarget = new CCTNone();
513 }
514
516 {
517 return false;
518 }
519
521 {
522 if (player.m_hac || player.IsMapOpen())
523 {
524 return false;
525 }
526 return true;
527 }
528
530 {
532 }
533
535 {
537 }
538
540 {
541 super.OnStartServer(action_data);
542
544 ItemMap chernomap = ItemMap.Cast(action_data.m_MainItem);
545 chernomap.SyncMapMarkers();
546 }
547
549 {
552 }
553
555 {
556 if (action_data.m_Player.m_hac)
557 {
558 action_data.m_Player.m_hac.m_MapFolding = true;
559 action_data.m_Player.m_hac.PerformMapChange();
560 action_data.m_Player.m_hac.Cancel();
561 }
562 else
563 {
565 }
566 }
567
569 {
571 {
573 }
574 else
575 {
577 }
578
579
580 if (action_data.m_Player.m_hac)
581 {
582 action_data.m_Player.m_hac.SetActionData(action_data);
583 action_data.m_Callback = action_data.m_Player.m_hac;
584 }
585 }
586
588 {
589 return false;
590 }
591}
class ActionTargets ActionTarget
override void OnStateChange(int pOldState, int pCurrentState)
ActionUnfoldMapCB ActionBaseCB ActionUnfoldMap()
override void OnAnimationEvent(int pEventID)
void ~ActionUnfoldMapCB()
override void OnFinish(bool pCanceled)
override void SetActionData(ActionData action_data)
void OpenMap(ActionData action_data)
class DayZCreatureAnimInterface RegisterAnimationEvent(string event_name, string function_name)
class GP5GasMask extends MaskBase ItemBase
proto static native void End()
Finalizes the testing process.
bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
void OnEndRequest(ActionData action_data)
bool CanBePerformedWhileChangingStance()
Condition used in PlayerBase::CanChangeStance to check if stance can be changed while action is perfo...
void OnStartClient(ActionData action_data)
void OnStartServer(ActionData action_data)
void CreateConditionComponents()
static bool GetUse3DMap()
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.
DayZPlayerConstants
defined in C++
static const int STATE_LOOP_IN
looped state
proto native void EnableCancelCondition(bool pEnable)
proto native void EnableStateChangeCallback()
enables state change callback OnStateChange
static const int STATE_LOOP_LOOP