605 {
607 {
612
615
617
618 if (LogManager.IsActionLogEnable())
619 {
620 if ( target )
621 {
622 Debug.ActionLog(
"Item = " + item +
", " + target.DumpToString(), action.ToString() ,
"n/a",
"ActionStart",
m_Player.ToString());
623 }
624 else
625 {
626 Debug.ActionLog(
"Item = " + item +
", no target", action.ToString() ,
"n/a",
"ActionStart",
m_Player.ToString());
627 }
628 }
631 {
632 if (!ScriptInputUserData.CanStoreInputUserData())
633 {
634 DPrint(
"ScriptInputUserData already posted - ActionManagerClient");
635
636 if (LogManager.IsActionLogEnable())
637 {
638 Debug.ActionLog(
"Cannot start because ScriptInputUserData is already used", action.ToString() ,
"n/a",
"ActionStart",
m_Player.ToString());
639 }
640 return;
641 }
642 }
643
645 {
646 DPrint(
"Can not inicialize action" + action +
" - ActionManagerClient");
648 return;
649 }
650
651 if (LogManager.IsActionLogEnable())
652 {
653 Debug.ActionLog(
"Action data created wait to start", action.ToString() ,
"n/a",
"ActionStart",
m_Player.ToString());
654 }
655
657 {
658 ScriptInputUserData ctx = new ScriptInputUserData;
661
663
665 {
668
670 }
671
673
675 {
679 }
680 }
681 else
682 {
686 }
687 }
688 }
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 ...