Dayz 1.25
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Класс ActionCPR
+ Граф наследования:ActionCPR:

Закрытые члены

void ActionCPR ()
 
override GetInputType ()
 
override void OnStartClient (ActionData action_data)
 
override void OnStartServer (ActionData action_data)
 
override void CreateConditionComponents ()
 
override bool ActionCondition (PlayerBase player, ActionTarget target, ItemBase item)
 
override void OnFinishProgressServer (ActionData action_data)
 
override void OnExecuteServer (ActionData action_data)
 
override void OnEndServer (ActionData action_data)
 
override void OnEndClient (ActionData action_data)
 
- Закрытые члены унаследованные от ActionContinuousBase
void OnStartAnimationLoopServer (ActionData action_data)
 
void OnStartAnimationLoopClient (ActionData action_data)
 
void OnEndAnimationLoopServer (ActionData action_data)
 
void OnEndAnimationLoopClient (ActionData action_data)
 
void OnFinishProgressServer (ActionData action_data)
 
void OnFinishProgressClient (ActionData action_data)
 

Подробное описание

Конструктор(ы)

◆ ActionCPR()

void ActionCPR ( )
inlineprivate
14 {
16 m_CommandUID = DayZPlayerConstants.CMD_ACTIONFB_CPR;
17 m_FullBody = true;
18 m_StanceMask = DayZPlayerConstants.STANCEMASK_CROUCH;
20 m_Text = "#cpr";
21 }
bool m_FullBody
Definition ActionBase.c:52
string m_Text
Definition ActionBase.c:49
float m_SpecialtyWeight
Definition ActionBase.c:68
int m_StanceMask
Definition ActionBase.c:53
Definition ActionCPR.c:2
int m_CommandUID
Definition AnimatedActionBase.c:135
m_CallbackClass
Definition AnimatedActionBase.c:137
Definition ActionConstants.c:119
const float ROUGH_HIGH
Definition ActionConstants.c:122
DayZPlayerConstants
defined in C++
Definition dayzplayer.c:602

Перекрестные ссылки AnimatedActionBase::m_CallbackClass, AnimatedActionBase::m_CommandUID, m_FullBody, m_SpecialtyWeight, m_StanceMask, m_Text и UASoftSkillsWeight::ROUGH_HIGH.

Методы

◆ ActionCondition()

override bool ActionCondition ( PlayerBase player,
ActionTarget target,
ItemBase item )
inlineprivate
45 {
46 PlayerBase other_player = PlayerBase.Cast(target.GetObject());
47 bool holds_heavy_item = item && item.IsHeavyBehaviour();
48 return other_player.IsUnconscious() && !holds_heavy_item;
49 }
Definition EntityAI.c:95
Definition PlayerBaseClient.c:2

◆ CreateConditionComponents()

override void CreateConditionComponents ( )
inlineprivate
39 {
42 }
ref CCIBase m_ConditionItem
Definition ActionBase.c:55
ref CCTBase m_ConditionTarget
Definition ActionBase.c:56
Definition CCINone.c:2
Definition CCTMan.c:2
Definition ActionConstants.c:105
const float DEFAULT
Definition ActionConstants.c:107

Перекрестные ссылки UAMaxDistances::DEFAULT, m_ConditionItem и m_ConditionTarget.

◆ GetInputType()

override GetInputType ( )
inlineprivate
24 {
26 }
Definition ActionInput.c:522

◆ OnEndClient()

override void OnEndClient ( ActionData action_data)
inlineprivate
74 {
75 if ( action_data.m_Player ) action_data.m_Player.TryHideItemInHands(false);
76 }

◆ OnEndServer()

override void OnEndServer ( ActionData action_data)
inlineprivate
69 {
70 if ( action_data.m_Player ) action_data.m_Player.TryHideItemInHands(false);
71 }

◆ OnExecuteServer()

override void OnExecuteServer ( ActionData action_data)
inlineprivate
64 {
65
66 }

◆ OnFinishProgressServer()

override void OnFinishProgressServer ( ActionData action_data)
inlineprivate
57 {
58 PlayerBase other_player = PlayerBase.Cast(action_data.m_Target.GetObject());
59 other_player.GiveShock(5);
60 action_data.m_Player.GetSoftSkillsManager().AddSpecialty( m_SpecialtyWeight );
61 }

Перекрестные ссылки m_SpecialtyWeight.

◆ OnStartClient()

override void OnStartClient ( ActionData action_data)
inlineprivate
29 {
30 action_data.m_Player.TryHideItemInHands(true);
31 }

◆ OnStartServer()

override void OnStartServer ( ActionData action_data)
inlineprivate
34 {
35 action_data.m_Player.TryHideItemInHands(true);
36 }

Объявления и описания членов класса находятся в файле: