108 chernomap.SetMapStateOpen(
false,
m_ActionData.m_Player);
136 if (!
GetGame().IsDedicatedServer())
159 chernomap.SetMapStateOpen(
false,
m_ActionData.m_Player);
176 m_Text =
"#unfold_map";
187 m_ConditionTarget =
new CCTNone();
197 if (player.m_hac || player.IsMapOpen())
216 super.OnStartServer(action_data);
220 chernomap.SyncMapMarkers();
231 if (action_data.m_Player.m_hac)
233 action_data.m_Player.m_hac.m_MapFolding =
true;
234 action_data.m_Player.m_hac.PerformMapChange();
235 action_data.m_Player.m_hac.Cancel();
255 if (action_data.m_Player.m_hac)
257 action_data.m_Player.m_hac.SetActionData(action_data);
258 action_data.m_Callback = action_data.m_Player.m_hac;
class ActionTargets ActionTarget
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.
bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
void OnEndRequest(ActionData action_data)
void OnStartClient(ActionData action_data)
void OnStartServer(ActionData action_data)
void CreateConditionComponents()
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)
proto native UIManager GetUIManager()
proto native Mission GetMission()
static bool GetUse3DMap()
void RemoveActiveInputRestriction(int restrictor)
void AddActiveInputRestriction(int restrictor)
void AddActiveInputExcludes(array< string > excludes)
void RemoveActiveInputExcludes(array< string > excludes, bool bForceSupress=false)
deprecated
proto native UIScriptedMenu EnterScriptedMenu(int id, UIMenuPanel parent)
Create & open menu with specific id (see MenuID) and set its parent.
UIScriptedMenu FindMenu(int id)
Returns menu with specific ID if it is open (see MenuID)
bool CloseAll()
Close all opened menus.
DayZPlayerConstants
defined in C++
proto native CGame GetGame()
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