22 g_Game.GetMission().RemoveActiveInputExcludes({
"map"},
false);
26 g_Game.GetMission().RemoveActiveInputExcludes({
"loopedactions"},
false);
28 g_Game.GetMission().RemoveActiveInputRestriction(EInputRestrictors.MAP);
108 chernomap.SetMapStateOpen(
false,
m_ActionData.m_Player);
131 if (!
g_Game.IsHeadlessOrDedicatedServer())
136 m_UIManager =
g_Game.GetUIManager();
143 mission.AddActiveInputExcludes({
"map"});
147 mission.AddActiveInputExcludes({
"loopedactions"});
150 mission.AddActiveInputRestriction(EInputRestrictors.MAP);
155 chernomap.SetMapStateOpen(
false,
m_ActionData.m_Player);
193 if (player.m_hac || player.IsMapOpen())
212 super.OnStartServer(action_data);
216 chernomap.SyncMapMarkers();
229 action_data.
m_Player.m_hac.m_MapFolding =
true;
230 action_data.
m_Player.m_hac.PerformMapChange();
253 action_data.
m_Player.m_hac.SetActionData(action_data);
void OnStartClient(ActionData action_data)
void CreateConditionComponents()
ref CCIBase m_ConditionItem
void OnStartServer(ActionData action_data)
ref CCTBase m_ConditionTarget
void OnEndRequest(ActionData action_data)
bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
bool CanBePerformedWhileChangingStance()
Condition used in PlayerBase::CanChangeStance to check if stance can be changed while action is perfo...
void ActionTarget(Object object, Object parent, int componentIndex, vector cursorHitPos, float utility, string surfaceName="")
ActionUnfoldMapCB ActionBaseCB ActionUnfoldMap()
void OpenMap(ActionData action_data)
class DayZCreatureAnimInterface RegisterAnimationEvent(string event_name, string function_name)
proto static native void End()
Finalizes the testing process.
void ~ActionUnfoldMapCB()
override void SetActionData(ActionData action_data)
override void OnFinish(bool pCanceled)
override void OnAnimationEvent(int pEventID)
override void OnStateChange(int pOldState, int pCurrentState)
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