599 {
601 {
606
609
611
612 if (LogManager.IsActionLogEnable())
613 {
614 if ( target )
615 {
616 Debug.ActionLog(
"Item = " + item +
", " + target.DumpToString(), action.ToString() ,
"n/a",
"ActionStart",
m_Player.ToString());
617 }
618 else
619 {
620 Debug.ActionLog(
"Item = " + item +
", no target", action.ToString() ,
"n/a",
"ActionStart",
m_Player.ToString());
621 }
622 }
625 {
626 if (!ScriptInputUserData.CanStoreInputUserData())
627 {
628 DPrint(
"ScriptInputUserData already posted - ActionManagerClient");
629
630 if (LogManager.IsActionLogEnable())
631 {
632 Debug.ActionLog(
"Cannot start because ScriptInputUserData is already used", action.ToString() ,
"n/a",
"ActionStart",
m_Player.ToString());
633 }
634 return;
635 }
636 }
637
639 {
640 DPrint(
"Can not inicialize action" + action +
" - ActionManagerClient");
642 return;
643 }
644
645 if (LogManager.IsActionLogEnable())
646 {
647 Debug.ActionLog(
"Action data created wait to start", action.ToString() ,
"n/a",
"ActionStart",
m_Player.ToString());
648 }
649
651 {
652 ScriptInputUserData ctx = new ScriptInputUserData;
655
657
659 {
662
664 }
665
667
669 {
673 }
674 }
675 else
676 {
680 }
681 }
682 }
ref ActionData m_CurrentActionData
bool m_ActionInputWantEnd
bool ActionPossibilityCheck(int pCurrentCommandID)
int m_PendingActionAcknowledgmentID
bool m_ActionWantEndRequest
void Start(ActionData action_data)
bool CanBePerformedFromQuickbar()
bool SetupAction(PlayerBase player, ActionTarget target, ItemBase item, out ActionData action_data, Param extra_data=NULL)
void WriteToContext(ParamsWriteContext ctx, ActionData action_data)
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 native CGame GetGame()
proto void DPrint(string var)
Prints content of variable to console/log. Should be used for critical messages so it will appear in ...