627 {
629 {
630#ifdef ENABLE_LOGGING
631 if ( LogManager.IsActionLogEnable() )
632 {
633 Debug.ActionLog(
"STS = " +
m_Player.GetSimulationTimeStamp(),
this.ToString() ,
"n/a",
"ActionStart",
m_Player.ToString() );
634 }
635#endif
640
641 if (action.CanBePerformedFromQuickbar())
643
645#ifdef ENABLE_LOGGING
646 if (LogManager.IsActionLogEnable())
647 {
648 if ( target )
649 {
650 Debug.ActionLog(
"Item = " + item +
", " + target.DumpToString(), action.ToString() ,
"n/a",
"ActionStart",
m_Player.ToString());
651 }
652 else
653 {
654 Debug.ActionLog(
"Item = " + item +
", no target", action.ToString() ,
"n/a",
"ActionStart",
m_Player.ToString());
655 }
656 }
657#endif
659 if (
g_Game.IsMultiplayer() && !action.IsLocal())
660 {
661 if (!ScriptInputUserData.CanStoreInputUserData())
662 {
663 DPrint(
"ScriptInputUserData already posted - ActionManagerClient");
664#ifdef ENABLE_LOGGING
665 if (LogManager.IsActionLogEnable())
666 {
667 Debug.ActionLog(
"Cannot start because ScriptInputUserData is already used", action.ToString() ,
"n/a",
"ActionStart",
m_Player.ToString());
668 }
669#endif
670 return;
671 }
672 }
673
675 {
676 DPrint(
"Can not inicialize action" + action +
" - ActionManagerClient");
678 return;
679 }
680#ifdef ENABLE_LOGGING
681 if (LogManager.IsActionLogEnable())
682 {
683 Debug.ActionLog(
"Action data created wait to start", action.ToString() ,
"n/a",
"ActionStart",
m_Player.ToString());
684 }
685#endif
686
687 if (
g_Game.IsMultiplayer() && !action.IsLocal())
688 {
689 ScriptInputUserData ctx = new ScriptInputUserData;
691 ctx.
Write(action.GetID());
692
694
695 if (action.UseAcknowledgment())
696 {
699
701 }
702#ifdef ENABLE_LOGGING
703 if ( LogManager.IsActionLogEnable() )
704 {
705 Debug.ActionLog(
"STS = " +
m_Player.GetSimulationTimeStamp() +
" ctx.Send()",
this.ToString() ,
"n/a",
"ActionStart",
m_Player.ToString() );
706 }
707#endif
709
710 if (!action.UseAcknowledgment())
711 {
713 if (action.IsInstant())
715 }
716 }
717 else
718 {
720 if (action.IsInstant())
722 }
723 }
724 }
ref ActionData m_CurrentActionData
bool m_ActionInputWantEnd
bool ActionPossibilityCheck(int pCurrentCommandID)
int m_PendingActionAcknowledgmentID
bool m_ActionWantEndRequest
override void OnActionEnd()
bool m_ActionWantEndRequest_Send
void HandleInputsOnActionStart(ActionBase action)
int m_LastAcknowledgmentID
bool m_ActionInputWantEnd_Send
proto bool Write(void value_out)
proto void DPrint(string var)
Prints content of variable to console/log. Should be used for critical messages so it will appear in ...