DayZ 1.26
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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:61
string m_Text
Definition ActionBase.c:58
float m_SpecialtyWeight
Definition ActionBase.c:77
int m_StanceMask
Definition ActionBase.c:62
Definition ActionCPR.c:2
int m_CommandUID
Definition AnimatedActionBase.c:143
m_CallbackClass
Definition AnimatedActionBase.c:145
Definition EntityAI.c:95
DayZPlayerConstants
defined in C++
Definition dayzplayer.c:602

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

Методы

◆ ActionCondition()

override bool ActionCondition ( PlayerBase player,
ActionTarget target,
ItemBase item )
inlineprivate
47 {
48 PlayerBase other_player = PlayerBase.Cast(target.GetObject());
49 bool holds_heavy_item = item && item.IsHeavyBehaviour();
50 return other_player.IsUnconscious() && !holds_heavy_item;
51 }
Definition PlayerBaseClient.c:2

◆ CreateConditionComponents()

override void CreateConditionComponents ( )
inlineprivate
41 {
44 }
ref CCIBase m_ConditionItem
Definition ActionBase.c:64
ref CCTBase m_ConditionTarget
Definition ActionBase.c:65
Definition CCINone.c:2
Definition CCTMan.c:2
Definition ActionConstants.c:106
const float DEFAULT
Definition ActionConstants.c:108

Перекрестные ссылки UAMaxDistances::DEFAULT, ActionBase::m_ConditionItem и ActionBase::m_ConditionTarget.

◆ GetInputType()

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

◆ OnEndClient()

override void OnEndClient ( ActionData action_data)
inlineprivate
77 {
78 if ( action_data.m_Player ) action_data.m_Player.TryHideItemInHands(false);
79 }

◆ OnEndServer()

override void OnEndServer ( ActionData action_data)
inlineprivate
70 {
71 super.OnEndServer(action_data);
72
73 if ( action_data.m_Player ) action_data.m_Player.TryHideItemInHands(false);
74 }

◆ OnExecuteServer()

override void OnExecuteServer ( ActionData action_data)
inlineprivate
65 {
66
67 }

◆ OnFinishProgressServer()

override void OnFinishProgressServer ( ActionData action_data)
inlineprivate
59 {
60 PlayerBase other_player = PlayerBase.Cast(action_data.m_Target.GetObject());
61 other_player.GiveShock(5);
62 }

◆ 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 super.OnStartServer(action_data);
36
37 action_data.m_Player.TryHideItemInHands(true);
38 }

Объявления и описания членов класса находятся в файле: