DayZ 1.30
DayZ Explorer by KGB
 
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◆ Update()

override void ActionManagerClient::Update ( int pCurrentCommandID)
inlineprotected

См. определение в файле ActionManagerClient.c строка 41

42 {
43 m_InventoryActionHandler.OnUpdate();
44 super.Update(pCurrentCommandID);
45 int currentCommandID = m_Player.GetCurrentCommandID();
46 m_ActionPossible = ActionPossibilityCheck(currentCommandID);
47
48 if (m_PendingActionData) //SP only
49 {
51
53
54 if (m_CurrentActionData.m_Action.IsInstant())
56
58 }
59
61 {
64
66 {
67 case UA_AM_PENDING:
68 break;
69
70 case UA_AM_ACCEPTED:
71#ifdef ENABLE_LOGGING
72 if ( LogManager.IsActionLogEnable() )
73 {
74 Debug.ActionLog("STS = " + m_Player.GetSimulationTimeStamp() + " UA_AM_ACCEPTED", this.ToString() , "n/a", "Update", m_Player.ToString() );
75 }
76#endif
77 int condition_mask = ActionBase.ComputeConditionMask(m_Player, m_CurrentActionData.m_Target, m_CurrentActionData.m_MainItem);
78
79 m_CurrentActionData.m_Action.ClearInventoryReservationEx(m_CurrentActionData);
80 bool can_be_action_done = ((condition_mask & m_CurrentActionData.m_Action.m_ConditionMask) == condition_mask);
81 // check currentCommandID before start or reject
82 if (m_ActionPossible && can_be_action_done)
83 {
87
88 if (m_CurrentActionData.m_Action.IsInstant())
90 }
91 else
92 {
95 }
97 break;
98
99 case UA_AM_REJECTED:
100#ifdef ENABLE_LOGGING
101 if ( LogManager.IsActionLogEnable() )
102 {
103 Debug.ActionLog("STS = " + m_Player.GetSimulationTimeStamp() + " UA_AM_REJECTED", this.ToString() , "n/a", "Update", m_Player.ToString() );
104 }
105#endif
106 OnActionEnd();
108 break;
109
110 default:
113 break;
114 }
115 }
116
117#ifdef DEVELOPER
118 if (DeveloperFreeCamera.IsFreeCameraEnabledNoPlayerMovement())
119 {
120 m_ActionPossible = false;
122 }
123 else
124 {
125#endif
127 {
128 bool isMenuOpen = false;
129#ifndef NO_GUI
130 isMenuOpen = g_Game.GetUIManager().IsMenuOpen(MENU_INVENTORY);
131#endif
132 if (m_Player.IsRaised() || isMenuOpen)
133 {
134 m_Targets.Clear();
135 }
136 else
137 {
138 m_Targets.Update();
139 }
140 FindContextualUserActions(currentCommandID);
141 }
142
143 InputsUpdate();
144#ifdef DEVELOPER
145 }
146#endif
147
148 }
void ActionBase()
Определения ActionBase.c:82
ref ActionData m_CurrentActionData
Определения ActionManagerBase.c:61
bool ActionPossibilityCheck(int pCurrentCommandID)
Определения ActionManagerBase.c:262
int m_PendingActionAcknowledgmentID
Определения ActionManagerBase.c:59
string Debug()
Определения CachedEquipmentStorageBase.c:26
DayZGame g_Game
Определения DayZGame.c:4074
DayZPlayer m_Player
Определения Hand_Events.c:42
ref ActionTarget m_Target
Определения ActionBase.c:39
int m_State
Определения ActionBase.c:38
ItemBase m_MainItem
Определения ActionBase.c:35
ref ActionBase m_Action
Определения ActionBase.c:34
override void OnActionEnd()
Определения ActionManagerClient.c:830
void ProcessActionRequestEnd()
Определения ActionManagerClient.c:347
ref InventoryActionHandler m_InventoryActionHandler
Определения ActionManagerClient.c:11
override void RequestInterruptAction()
client requests action interrupt
Определения ActionManagerClient.c:1341
void FindContextualUserActions(int pCurrentCommandID)
Определения ActionManagerClient.c:550
void InputsUpdate()
Определения ActionManagerClient.c:300
ref ActionTargets m_Targets
Определения ActionManagerClient.c:1353
void ResetInputsActions()
Определения ActionManagerClient.c:756
bool m_ActionPossible
Определения ActionManagerClient.c:9
void ProcessActionInputEnd()
Определения ActionManagerClient.c:379
ref ActionData m_PendingActionData
Определения ActionManagerClient.c:20
bool IsRaised()
Определения DayZPlayerImplement.c:4005
const int MENU_INVENTORY
Определения 3_Game/DayZ/constants.c:186
const int UA_START
Определения 3_Game/DayZ/constants.c:501
const int UA_AM_ACCEPTED
Определения 3_Game/DayZ/constants.c:510
const int UA_AM_REJECTED
Определения 3_Game/DayZ/constants.c:511
const int UA_AM_PENDING
Определения 3_Game/DayZ/constants.c:509

Перекрестные ссылки ActionBase(), Debug::ActionLog(), ActionPossibilityCheck(), FindContextualUserActions(), g_Game, InputsUpdate(), LogManager::IsActionLogEnable(), DeveloperFreeCamera::IsFreeCameraEnabledNoPlayerMovement(), m_ActionPossible, m_CurrentActionData, m_InventoryActionHandler, m_PendingActionAcknowledgmentID, m_PendingActionData, m_Player, m_Targets, MENU_INVENTORY, OnActionEnd(), ProcessActionInputEnd(), ProcessActionRequestEnd(), RequestInterruptAction(), ResetInputsActions(), UA_AM_ACCEPTED, UA_AM_PENDING, UA_AM_REJECTED и UA_START.