DayZ 1.26
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Класс PrepareFish

Закрытые члены

override void Init ()
 
override bool CanDo (ItemBase ingredients[], PlayerBase player)
 
override void Init ()
 
override bool CanDo (ItemBase ingredients[], PlayerBase player)
 
override void Init ()
 
override bool CanDo (ItemBase ingredients[], PlayerBase player)
 
override void Init ()
 
override bool CanDo (ItemBase ingredients[], PlayerBase player)
 

Подробное описание

Методы

◆ CanDo() [1/4]

override bool CanDo ( ItemBase ingredients[],
PlayerBase player )
inlineprivate
38 {
39 return true;
40 }

◆ CanDo() [2/4]

override bool CanDo ( ItemBase ingredients[],
PlayerBase player )
inlineprivate
38 {
39 return true;
40 }

◆ CanDo() [3/4]

override bool CanDo ( ItemBase ingredients[],
PlayerBase player )
inlineprivate
48 {
49 return true;
50 }

◆ CanDo() [4/4]

override bool CanDo ( ItemBase ingredients[],
PlayerBase player )
inlineprivate
38 {
39 return true;
40 }

◆ Init() [1/4]

override void Init ( )
inlineprivate
4 {
5 super.Init();
6
7 //----------------------------------------------------------------------------------------------------------------------
8 //ingredient 1
9 InsertIngredient(0,"Carp"); // you can insert multiple ingredients this way
10 m_IngredientAddHealth[0] = 0; // 0 = do nothing
11 m_IngredientSetHealth[0] = -1; // -1 = do nothing
12 m_IngredientAddQuantity[0] = 0; // 0 = do nothing
13 m_IngredientDestroy[0] = true; // true = destroy, false = do nothing
14
15 //----------------------------------------------------------------------------------------------------------------------
16 //result1
17 AddResult("CarpFilletMeat"); // add results here
18 m_ResultSetFullQuantity[0] = false; // true = set full quantity, false = do nothing
19 m_ResultSetQuantity[0] = -1; // -1 = do nothing
20 m_ResultSetHealth[0] = -1; // -1 = do nothing
21 m_ResultInheritsHealth[0] = 0; // (value) == -1 means do nothing; a (value) >= 0 means this result will inherit health from ingredient number (value);(value) == -2 means this result will inherit health from all ingredients averaged(result_health = combined_health_of_ingredients / number_of_ingredients)
22 m_ResultInheritsColor[0] = -1; // (value) == -1 means do nothing; a (value) >= 0 means this result classname will be a composite of the name provided in AddResult method and config value "color" of ingredient (value)
23 m_ResultToInventory[0] = -2; // (value) == -2 spawn result on the ground;(value) == -1 place anywhere in the players inventory, (value) >= 0 means switch position with ingredient number(value)
24 m_ResultReplacesIngredient[0] = 0; // (value) == -1 means do nothing; a value >= 0 means this result will transfer item propertiesvariables, attachments etc.. from an ingredient value
25
26 //result2
27 AddResult("CarpFilletMeat"); // add results here
28 m_ResultSetFullQuantity[1] = false; // true = set full quantity, false = do nothing
29 m_ResultSetQuantity[1] = -1; // -1 = do nothing
30 m_ResultSetHealth[1] = -1; // -1 = do nothing
31 m_ResultInheritsHealth[1] = 0; // (value) == -1 means do nothing; a (value) >= 0 means this result will inherit health from ingredient number (value);(value) == -2 means this result will inherit health from all ingredients averaged(result_health = combined_health_of_ingredients / number_of_ingredients)
32 m_ResultInheritsColor[1] = -1; // (value) == -1 means do nothing; a (value) >= 0 means this result classname will be a composite of the name provided in AddResult method and config value "color" of ingredient (value)
33 m_ResultToInventory[1] = -2; // (value) == -2 spawn result on the ground;(value) == -1 place anywhere in the players inventory, (value) >= 0 means switch position with ingredient number(value)
34 m_ResultReplacesIngredient[1] = 0; // (value) == -1 means do nothing; a value >= 0 means this result will transfer item propertiesvariables, attachments etc.. from an ingredient value
35 }
Definition EntityAI.c:95

◆ Init() [2/4]

override void Init ( )
inlineprivate
4 {
5 super.Init();
6
7 //----------------------------------------------------------------------------------------------------------------------
8 //ingredient 1
9 InsertIngredient(0,"Mackerel"); // you can insert multiple ingredients this way
10 m_IngredientAddHealth[0] = 0; // 0 = do nothing
11 m_IngredientSetHealth[0] = -1; // -1 = do nothing
12 m_IngredientAddQuantity[0] = 0; // 0 = do nothing
13 m_IngredientDestroy[0] = true; // true = destroy, false = do nothing
14
15 //----------------------------------------------------------------------------------------------------------------------
16 //result1
17 AddResult("MackerelFilletMeat"); // add results here
18 m_ResultSetFullQuantity[0] = false; // true = set full quantity, false = do nothing
19 m_ResultSetQuantity[0] = -1; // -1 = do nothing
20 m_ResultSetHealth[0] = -1; // -1 = do nothing
21 m_ResultInheritsHealth[0] = 0; // (value) == -1 means do nothing; a (value) >= 0 means this result will inherit health from ingredient number (value);(value) == -2 means this result will inherit health from all ingredients averaged(result_health = combined_health_of_ingredients / number_of_ingredients)
22 m_ResultInheritsColor[0] = -1; // (value) == -1 means do nothing; a (value) >= 0 means this result classname will be a composite of the name provided in AddResult method and config value "color" of ingredient (value)
23 m_ResultToInventory[0] = -2; // (value) == -2 spawn result on the ground;(value) == -1 place anywhere in the players inventory, (value) >= 0 means switch position with ingredient number(value)
24 m_ResultReplacesIngredient[0] = 0; // (value) == -1 means do nothing; a value >= 0 means this result will transfer item propertiesvariables, attachments etc.. from an ingredient value
25
26 //result2
27 AddResult("MackerelFilletMeat"); //add results here
28 m_ResultSetFullQuantity[1] = false; // true = set full quantity, false = do nothing
29 m_ResultSetQuantity[1] = -1; // -1 = do nothing
30 m_ResultSetHealth[1] = -1; // -1 = do nothing
31 m_ResultInheritsHealth[1] = 0; // (value) == -1 means do nothing; a (value) >= 0 means this result will inherit health from ingredient number (value);(value) == -2 means this result will inherit health from all ingredients averaged(result_health = combined_health_of_ingredients / number_of_ingredients)
32 m_ResultInheritsColor[1] = -1; // (value) == -1 means do nothing; a (value) >= 0 means this result classname will be a composite of the name provided in AddResult method and config value "color" of ingredient (value)
33 m_ResultToInventory[1] = -2; // (value) == -2 spawn result on the ground;(value) == -1 place anywhere in the players inventory, (value) >= 0 means switch position with ingredient number(value)
34 m_ResultReplacesIngredient[1] = 0; // (value) == -1 means do nothing; a value >= 0 means this result will transfer item propertiesvariables, attachments etc.. from an ingredient value
35 }

◆ Init() [3/4]

override void Init ( )
inlineprivate
4 {
5 super.Init();
6
7 //----------------------------------------------------------------------------------------------------------------------
8 //ingredient 1
9 InsertIngredient(0,"SteelheadTrout"); // you can insert multiple ingredients this way
10 m_IngredientAddHealth[0] = 0; // 0 = do nothing
11 m_IngredientSetHealth[0] = -1; // -1 = do nothing
12 m_IngredientAddQuantity[0] = 0; // 0 = do nothing
13 m_IngredientDestroy[0] = true; // true = destroy, false = do nothing
14
15 //----------------------------------------------------------------------------------------------------------------------
16 //result1
17 AddResult("SteelheadTroutFilletMeat"); // add results here
18 m_ResultSetFullQuantity[0] = false; // true = set full quantity, false = do nothing
19 m_ResultSetQuantity[0] = -1; // -1 = do nothing
20 m_ResultSetHealth[0] = -1; // -1 = do nothing
21 m_ResultInheritsHealth[0] = 0; // (value) == -1 means do nothing; a (value) >= 0 means this result will inherit health from ingredient number (value);(value) == -2 means this result will inherit health from all ingredients averaged(result_health = combined_health_of_ingredients / number_of_ingredients)
22 m_ResultInheritsColor[0] = -1; // (value) == -1 means do nothing; a (value) >= 0 means this result classname will be a composite of the name provided in AddResult method and config value "color" of ingredient (value)
23 m_ResultToInventory[0] = -2; // (value) == -2 spawn result on the ground;(value) == -1 place anywhere in the players inventory, (value) >= 0 means switch position with ingredient number(value)
24 m_ResultReplacesIngredient[0] = 0; // (value) == -1 means do nothing; a value >= 0 means this result will transfer item propertiesvariables, attachments etc.. from an ingredient value
25
26 //result2
27 AddResult("SteelheadTroutFilletMeat"); // add results here
28 m_ResultSetFullQuantity[1] = false; // true = set full quantity, false = do nothing
29 m_ResultSetQuantity[1] = -1; // -1 = do nothing
30 m_ResultSetHealth[1] = -1; // -1 = do nothing
31 m_ResultInheritsHealth[1] = 0; // (value) == -1 means do nothing; a (value) >= 0 means this result will inherit health from ingredient number (value);(value) == -2 means this result will inherit health from all ingredients averaged(result_health = combined_health_of_ingredients / number_of_ingredients)
32 m_ResultInheritsColor[1] = -1; // (value) == -1 means do nothing; a (value) >= 0 means this result classname will be a composite of the name provided in AddResult method and config value "color" of ingredient (value)
33 m_ResultToInventory[1] = -2; // (value) == -2 spawn result on the ground;(value) == -1 place anywhere in the players inventory, (value) >= 0 means switch position with ingredient number(value)
34 m_ResultReplacesIngredient[1] = 0; // (value) == -1 means do nothing; a value >= 0 means this result will transfer item propertiesvariables, attachments etc.. from an ingredient value
35
36 //result3
37 AddResult("RedCaviar"); // add results here
38 m_ResultSetFullQuantity[2] = false; // true = set full quantity, false = do nothing
39 m_ResultSetQuantity[2] = -1; // -1 = do nothing
40 m_ResultSetHealth[2] = -1; // -1 = do nothing
41 m_ResultInheritsHealth[2] = 0; // (value) == -1 means do nothing; a (value) >= 0 means this result will inherit health from ingredient number (value);(value) == -2 means this result will inherit health from all ingredients averaged(result_health = combined_health_of_ingredients / number_of_ingredients)
42 m_ResultInheritsColor[2] = -1; // (value) == -1 means do nothing; a (value) >= 0 means this result classname will be a composite of the name provided in AddResult method and config value "color" of ingredient (value)
43 m_ResultToInventory[2] = -2; // (value) == -2 spawn result on the ground;(value) == -1 place anywhere in the players inventory, (value) >= 0 means switch position with ingredient number(value)
44 m_ResultReplacesIngredient[2] = 0; // (value) == -1 means do nothing; a value >= 0 means this result will transfer item propertiesvariables, attachments etc.. from an ingredient value
45 }

◆ Init() [4/4]

override void Init ( )
inlineprivate
4 {
5 super.Init();
6
7 //----------------------------------------------------------------------------------------------------------------------
8 //ingredient 1
9 InsertIngredient(0,"WalleyePollock"); // you can insert multiple ingredients this way
10 m_IngredientAddHealth[0] = 0; // 0 = do nothing
11 m_IngredientSetHealth[0] = -1; // -1 = do nothing
12 m_IngredientAddQuantity[0] = 0; // 0 = do nothing
13 m_IngredientDestroy[0] = true; // true = destroy, false = do nothing
14
15 //----------------------------------------------------------------------------------------------------------------------
16 //result1
17 AddResult("WalleyePollockFilletMeat"); // add results here
18 m_ResultSetFullQuantity[0] = false; // true = set full quantity, false = do nothing
19 m_ResultSetQuantity[0] = -1; // -1 = do nothing
20 m_ResultSetHealth[0] = -1; // -1 = do nothing
21 m_ResultInheritsHealth[0] = 0; // (value) == -1 means do nothing; a (value) >= 0 means this result will inherit health from ingredient number (value);(value) == -2 means this result will inherit health from all ingredients averaged(result_health = combined_health_of_ingredients / number_of_ingredients)
22 m_ResultInheritsColor[0] = -1; // (value) == -1 means do nothing; a (value) >= 0 means this result classname will be a composite of the name provided in AddResult method and config value "color" of ingredient (value)
23 m_ResultToInventory[0] = -2; // (value) == -2 spawn result on the ground;(value) == -1 place anywhere in the players inventory, (value) >= 0 means switch position with ingredient number(value)
24 m_ResultReplacesIngredient[0] = 0; // (value) == -1 means do nothing; a value >= 0 means this result will transfer item propertiesvariables, attachments etc.. from an ingredient value
25
26 //result2
27 AddResult("WalleyePollockFilletMeat"); // add results here
28 m_ResultSetFullQuantity[1] = false; // true = set full quantity, false = do nothing
29 m_ResultSetQuantity[1] = -1; // -1 = do nothing
30 m_ResultSetHealth[1] = -1; // -1 = do nothing
31 m_ResultInheritsHealth[1] = 0; // (value) == -1 means do nothing; a (value) >= 0 means this result will inherit health from ingredient number (value);(value) == -2 means this result will inherit health from all ingredients averaged(result_health = combined_health_of_ingredients / number_of_ingredients)
32 m_ResultInheritsColor[1] = -1; // (value) == -1 means do nothing; a (value) >= 0 means this result classname will be a composite of the name provided in AddResult method and config value "color" of ingredient (value)
33 m_ResultToInventory[1] = -2; // (value) == -2 spawn result on the ground;(value) == -1 place anywhere in the players inventory, (value) >= 0 means switch position with ingredient number(value)
34 m_ResultReplacesIngredient[1] = 0; // (value) == -1 means do nothing; a value >= 0 means this result will transfer item propertiesvariables, attachments etc.. from an ingredient value
35 }

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