DayZ 1.26
DayZ Explorer by KGB
Загрузка...
Поиск...
Не найдено
Класс ActionBase
+ Граф наследования:ActionBase:

Защищенные члены

void ActionBase ()
 
bool IsLockTargetOnUse ()
 
void InitConditionMask ()
 
bool SetupAction (PlayerBase player, ActionTarget target, ItemBase item, out ActionData action_data, Param extra_data=NULL)
 
bool Post_SetupAction (ActionData action_data)
 
void ActionCleanup (ActionData action_data)
 
 GetInputType ()
 
void SetInput (ActionInput ai)
 
ActionData CreateActionData ()
 
void CreateConditionComponents ()
 
Object GetDisplayInteractObject (PlayerBase player, ActionTarget target)
 
bool HasTarget ()
 
bool HasProgress ()
 For UI: hiding of progress bar.
 
bool IsLocal ()
 
bool IsInstant ()
 
bool IsUsingProxies ()
 not using plane object - it's using multiple proxies
 
bool RemoveForceTargetAfterUse ()
 
int GetActionCategory ()
 
bool IsEat ()
 
bool IsDrink ()
 
bool IsShaveSelf ()
 
string GetText ()
 
bool CanBePerformedFromQuickbar ()
 
bool CanBePerformedFromInventory ()
 
bool CanBeSetFromInventory ()
 
bool CanBeUsedInRestrain ()
 
bool CanBeUsedInVehicle ()
 
bool CanTargetBeInVehicle ()
 
bool CanBeUsedOnBack ()
 
bool CanBeUsedSwimming ()
 
bool CanBeUsedOnLadder ()
 
bool CanBeUsedRaised ()
 
bool CanBeUsedThrowing ()
 
bool CanBeUsedLeaning ()
 
bool CanBeUsedWithBrokenLegs ()
 
bool CanBeUsedInFreelook ()
 
bool IsDeploymentAction ()
 Is an action directly related to deployment/advanced placing.
 
bool UseMainItem ()
 
bool MainItemAlwaysInHands ()
 
bool DisplayTargetInActionText ()
 
bool ActionConditionContinue (ActionData action_data)
 
bool ActionCondition (PlayerBase player, ActionTarget target, ItemBase item)
 
string GetTargetName (PlayerBase player, ActionTarget target)
 
void ApplyModifiers (ActionData action_data)
 
int GetRefreshReservationTimerValue ()
 
void WriteToContext (ParamsWriteContext ctx, ActionData action_data)
 
bool ReadFromContext (ParamsReadContext ctx, out ActionReciveData action_recive_data)
 
void HandleReciveData (ActionReciveData action_recive_data, ActionData action_data)
 
int GetStanceMaskEx (PlayerBase player, ActionTarget target, ItemBase item)
 
int GetStanceMask (PlayerBase player)
 
bool IsFullBodyEx (PlayerBase player, ActionTarget target, ItemBase item)
 
bool IsFullBody (PlayerBase player)
 
bool HasProneException ()
 
void Start (ActionData action_data)
 
void End (ActionData action_data)
 
void Interrupt (ActionData action_data)
 
void OnEndInput (ActionData action_data)
 
void EndInput (ActionData action_data)
 
void OnEndRequest (ActionData action_data)
 
void EndRequest (ActionData action_data)
 
bool CanReceiveAction (ActionTarget target)
 
bool Can (PlayerBase player, ActionTarget target, ItemBase item, int condition_mask)
 
bool Can (PlayerBase player, ActionTarget target, ItemBase item)
 
bool CanContinue (ActionData action_data)
 
bool HasVariants ()
 
int GetVariantsCount ()
 
int GetVariants (out array< ref ActionBase > variants)
 
void SetVariantID (int ID)
 
int GetVariantID ()
 
void UpdateVariants (Object item, Object target, int componet_index)
 
ActionVariantManager GetVariantManager ()
 
void OnItemLocationChanged (ItemBase item)
 
bool InventoryReservation (ActionData action_data)
 
void ClearInventoryReservationEx (ActionData action_data)
 
void RefreshReservations (ActionData action_data)
 
bool AddActionJuncture (ActionData action_data)
 
void ClearActionJuncture (ActionData action_data)
 
void RefreshActionJuncture (ActionData action_data)
 
bool UseAcknowledgment ()
 
void InformPlayers (PlayerBase player, ActionTarget target, int state)
 DEPRECATED delivers message ids to clients based on given context.
 
void SendMessageToClient (Object reciever, string message)
 
bool IsDamageDestroyed (ActionTarget target)
 
bool IsBuilding (ActionTarget target)
 
bool IsTransport (ActionTarget target)
 
bool IsInReach (PlayerBase player, ActionTarget target, float maxDistance=1.0)
 
SoundOnVehicle PlayActionSound (PlayerBase player)
 
void OnActionInfoUpdate (PlayerBase player, ActionTarget target, ItemBase item)
 
string GetSoundCategory (ActionData action_data)
 
void OnUpdate (ActionData action_data)
 
void OnUpdateClient (ActionData action_data)
 
void OnUpdateServer (ActionData action_data)
 
void OnStart (ActionData action_data)
 
void OnStartClient (ActionData action_data)
 
void OnStartServer (ActionData action_data)
 
void OnEnd (ActionData action_data)
 
void OnEndClient (ActionData action_data)
 
void OnEndServer (ActionData action_data)
 
float GetSpecialtyWeight ()
 
int GetState (ActionData action_data)
 
float GetProgress (ActionData action_data)
 
ActionInput GetInput ()
 
void SetID (int actionId)
 
int GetID ()
 
string GetAdminLogMessage (ActionData action_data)
 

Защищенные статические члены

static int ComputeConditionMask (PlayerBase player, ActionTarget target, ItemBase item)
 

Защищенные данные

int m_RefreshReservationTimerValue = 140
 
string m_Sound
 
string m_Text
 
bool m_LockTargetOnUse
 
bool m_FullBody
 
int m_StanceMask
 
ref TStringArray m_Sounds
 
ref CCIBase m_ConditionItem
 
ref CCTBase m_ConditionTarget
 
ActionInput m_Input
 
int m_ActionID
 
int m_VariantID
 
int m_ConditionMask
 
ref ActionVariantManager m_VariantManager
 
ref Param1< stringm_MessageParam
 
float m_SpecialtyWeight
 

Подробное описание

Конструктор(ы)

◆ ActionBase()

void ActionBase ( )
inlineprotected
83 {
84 // definable
85 m_StanceMask = DayZPlayerConstants.STANCEMASK_ERECT | DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_PRONE;
86 m_FullBody = false;
87 m_Sound = "";
88 m_Text = "default action text";
90 // dont override
92 //m_MessagesParam = new Param2<int,int>(0,0);
94 m_Input = null;
95 m_ActionID = 0;
97 }
int m_ActionID
Definition ActionBase.c:67
bool m_FullBody
Definition ActionBase.c:61
string m_Text
Definition ActionBase.c:58
bool HasTarget()
Definition ActionBase.c:244
string m_Sound
Definition ActionBase.c:57
bool m_LockTargetOnUse
Definition ActionBase.c:60
ActionInput m_Input
Definition ActionBase.c:66
void InitConditionMask()
Definition ActionBase.c:104
int m_StanceMask
Definition ActionBase.c:62
ref Param1< string > m_MessageParam
Definition ActionBase.c:73
ref TStringArray m_Sounds
Definition ActionBase.c:63
Definition EntityAI.c:95
DayZPlayerConstants
defined in C++
Definition dayzplayer.c:602
array< string > TStringArray
Definition EnScript.c:685

Перекрестные ссылки HasTarget(), InitConditionMask(), m_ActionID, m_FullBody, m_Input, m_LockTargetOnUse, m_MessageParam, m_Sound, m_Sounds, m_StanceMask и m_Text.

Методы

◆ ActionCleanup()

void ActionCleanup ( ActionData action_data)
inlineprotected
213 {}

◆ ActionCondition()

bool ActionCondition ( PlayerBase player,
ActionTarget target,
ItemBase item )
inlineprotected
404 {
405 return true;
406 }

Используется в ActionConditionContinue() и Can().

◆ ActionConditionContinue()

bool ActionConditionContinue ( ActionData action_data)
inlineprotected
399 {
400 return ActionCondition(action_data.m_Player,action_data.m_Target,action_data.m_MainItem);
401 }
bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
Definition ActionBase.c:403

Перекрестные ссылки ActionCondition().

Используется в CanContinue().

◆ AddActionJuncture()

bool AddActionJuncture ( ActionData action_data)
inlineprotected
951 {
952 bool accepted = true;
953 if (HasTarget())
954 {
956 if (EntityAI.CastTo(targetEntity,action_data.m_Target.GetObject()))
957 {
958 if (IsLockTargetOnUse())
959 {
961 targetEntity.GetInventory().GetCurrentInventoryLocation(targetIl);
962
963 //Lock target
964 if (!GetGame().AddInventoryJunctureEx(action_data.m_Player, targetEntity, targetIl, true, 10000))
965 {
966 accepted = false;
967 }
968 else
969 {
970 action_data.m_ReservedInventoryLocations.Insert(targetIl);
971 }
972 }
973 }
974 }
975
976 return accepted;
977 }
bool IsLockTargetOnUse()
Definition ActionBase.c:99
Definition Building.c:6
InventoryLocation.
Definition InventoryLocation.c:29
proto native CGame GetGame()

Перекрестные ссылки GetGame(), HasTarget() и IsLockTargetOnUse().

◆ ApplyModifiers()

void ApplyModifiers ( ActionData action_data)
protected

◆ Can() [1/2]

bool Can ( PlayerBase player,
ActionTarget target,
ItemBase item )
inlineprotected
797 {
799
800 return Can( player, target, item, condition_mask);
801 }
static int ComputeConditionMask(PlayerBase player, ActionTarget target, ItemBase item)
Definition ActionBase.c:704
bool Can(PlayerBase player, ActionTarget target, ItemBase item, int condition_mask)
Definition ActionBase.c:758

Перекрестные ссылки Can() и ComputeConditionMask().

◆ Can() [2/2]

bool Can ( PlayerBase player,
ActionTarget target,
ItemBase item,
int condition_mask )
inlineprotected
759 {
760 if (( (condition_mask & m_ConditionMask) != condition_mask ) || ( !IsFullBodyEx(player, target, item) && !player.IsPlayerInStance(GetStanceMaskEx(player, target, item)) ) || player.IsRolling())
761 return false;
762
763 if (HasTarget())
764 {
765 if (!FirearmActionBase.Cast(this))
766 {
767 EntityAI entity = EntityAI.Cast(target.GetObject());
768 if (entity && !target.GetObject().IsMan())
769 {
770 Man man = entity.GetHierarchyRootPlayer();
771 if (man && man != player)
772 return false;
773 }
774 }
775
777 return false;
778 }
779
781 return false;
782
784 return false;
785
787 {
788 int stanceIdx = DayZPlayerUtils.ConvertStanceMaskToStanceIdx(GetStanceMaskEx(player, target, item));
789 if (stanceIdx != -1 && !DayZPlayerUtils.PlayerCanChangeStance(player, stanceIdx ))
790 return false;
791 }
792
793 return true;
794 }
void DayZPlayerUtils()
cannot be instantiated
Definition DayZPlayerUtils.c:465
int m_ConditionMask
Definition ActionBase.c:69
ref CCIBase m_ConditionItem
Definition ActionBase.c:64
int GetStanceMaskEx(PlayerBase player, ActionTarget target, ItemBase item)
Definition ActionBase.c:581
ref CCTBase m_ConditionTarget
Definition ActionBase.c:65
bool IsFullBodyEx(PlayerBase player, ActionTarget target, ItemBase item)
Definition ActionBase.c:600
Definition FirearmActionBase.c:2

Перекрестные ссылки ActionCondition(), DayZPlayerUtils(), GetStanceMaskEx(), HasTarget(), IsFullBodyEx(), m_ConditionItem, m_ConditionMask и m_ConditionTarget.

Используется в Can().

◆ CanBePerformedFromInventory()

bool CanBePerformedFromInventory ( )
inlineprotected
309 {
310 return false;
311 }

Используется в CanBeSetFromInventory().

◆ CanBePerformedFromQuickbar()

bool CanBePerformedFromQuickbar ( )
inlineprotected
304 {
305 return false;
306 }

◆ CanBeSetFromInventory()

bool CanBeSetFromInventory ( )
inlineprotected
314 {
316 }
bool CanBePerformedFromInventory()
Definition ActionBase.c:308

Перекрестные ссылки CanBePerformedFromInventory().

◆ CanBeUsedInFreelook()

bool CanBeUsedInFreelook ( )
inlineprotected
369 {
370 return true;
371 }

Используется в InitConditionMask().

◆ CanBeUsedInRestrain()

bool CanBeUsedInRestrain ( )
inlineprotected
319 {
320 return false;
321 }

Используется в InitConditionMask().

◆ CanBeUsedInVehicle()

bool CanBeUsedInVehicle ( )
inlineprotected
324 {
325 return false;
326 }

Используется в InitConditionMask().

◆ CanBeUsedLeaning()

bool CanBeUsedLeaning ( )
inlineprotected
359 {
360 return true;
361 }

Используется в InitConditionMask().

◆ CanBeUsedOnBack()

bool CanBeUsedOnBack ( )
inlineprotected
334 {
335 return false;
336 }

Используется в InitConditionMask().

◆ CanBeUsedOnLadder()

bool CanBeUsedOnLadder ( )
inlineprotected
344 {
345 return false;
346 }

Используется в InitConditionMask().

◆ CanBeUsedRaised()

bool CanBeUsedRaised ( )
inlineprotected
349 {
350 return false;
351 }

Используется в InitConditionMask().

◆ CanBeUsedSwimming()

bool CanBeUsedSwimming ( )
inlineprotected
339 {
340 return false;
341 }

Используется в InitConditionMask().

◆ CanBeUsedThrowing()

bool CanBeUsedThrowing ( )
inlineprotected
354 {
355 return false;
356 }

Используется в InitConditionMask().

◆ CanBeUsedWithBrokenLegs()

bool CanBeUsedWithBrokenLegs ( )
inlineprotected
364 {
365 return true;
366 }

Используется в InitConditionMask().

◆ CanContinue()

bool CanContinue ( ActionData action_data)
inlineprotected
804 {
805 if (!action_data.m_Player.IsPlayerInStance(action_data.m_PossibleStanceMask) || !m_ConditionItem || !m_ConditionItem.CanContinue(action_data.m_Player,action_data.m_MainItem) || !m_ConditionTarget || !m_ConditionTarget.CanContinue(action_data.m_Player,action_data.m_Target))
806 return false;
807
809 }
bool ActionConditionContinue(ActionData action_data)
Definition ActionBase.c:398

Перекрестные ссылки ActionConditionContinue(), m_ConditionItem и m_ConditionTarget.

Используется в AnimatedActionBase::Do().

◆ CanReceiveAction()

◆ CanTargetBeInVehicle()

bool CanTargetBeInVehicle ( )
inlineprotected
329 {
330 return false;
331 }

Используется в CanReceiveAction().

◆ ClearActionJuncture()

void ClearActionJuncture ( ActionData action_data)
inlineprotected
980 {
981 if (action_data.m_Player.GetInstanceType() == DayZPlayerInstanceType.INSTANCETYPE_SERVER)
982 {
983 if (action_data.m_ReservedInventoryLocations)
984 {
986 for ( int i = 0; i < action_data.m_ReservedInventoryLocations.Count(); i++)
987 {
988 il = action_data.m_ReservedInventoryLocations.Get(i);
989 EntityAI entity = il.GetItem();
990 if (entity)
991 {
992 GetGame().ClearJunctureEx(action_data.m_Player, entity);
993 }
994 }
995
996 action_data.m_ReservedInventoryLocations.Clear();
997 }
998 }
999 }
DayZPlayerInstanceType
defined in C++
Definition dayzplayer.c:1068

Перекрестные ссылки GetGame().

Используется в FirearmActionBase::AddActionJuncture(), OnExecute(), ActionDetachFromTarget::OnExecute(), ActionTakeArrow::OnExecute(), ActionTakeArrowToHands::OnExecute(), ActionTakeHybridAttachment::OnExecute(), ActionTakeHybridAttachmentToHands::OnExecute(), ActionTakeItem::OnExecute(), ActionTakeItemToHands::OnExecute(), ActionTakeMaterialToHands::OnExecute(), ActionRepositionPluggedItem::OnExecuteServer(), OnFinishProgressServer(), ActionDigInStash::OnFinishProgressServer() и ActionWorldCraft::OnFinishProgressServer().

◆ ClearInventoryReservationEx()

void ClearInventoryReservationEx ( ActionData action_data)
inlineprotected
922 {
923 if (action_data.m_ReservedInventoryLocations)
924 {
926 for ( int i = 0; i < action_data.m_ReservedInventoryLocations.Count(); i++)
927 {
928 il = action_data.m_ReservedInventoryLocations.Get(i);
929 action_data.m_Player.GetInventory().ClearInventoryReservationEx( il.GetItem() , il );
930 }
931
932 action_data.m_ReservedInventoryLocations.Clear();
933 }
934 }

Используется в ActionDeployHuntingTrap::MoveEntityToFinalPosition(), ActionTakeArrow::OnExecute(), ActionTakeArrowToHands::OnExecute(), ActionTakeHybridAttachment::OnExecute(), ActionTakeItem::OnExecute(), ActionTakeItemToHands::OnExecute(), ActionRemoveSeed::OnExecuteClient(), ActionRepositionPluggedItem::OnExecuteClient(), ActionAttachOnSelection::OnExecuteClient(), ActionAttachPowerSourceToPanel::OnExecuteClient(), ActionAttachToConstruction::OnExecuteClient(), ActionCreateIndoorFireplace::OnExecuteClient(), ActionFoldEntityToSlot::OnExecuteClient(), ActionOpen::OnExecuteClient(), ActionUnfoldEntity::OnExecuteClient(), ActionTakeHybridAttachmentToHands::OnExecuteImpl(), ActionRepositionPluggedItem::OnExecuteServer(), ActionAttachOnSelection::OnExecuteServer(), ActionAttachToConstruction::OnExecuteServer(), ActionCreateIndoorFireplace::OnExecuteServer(), ActionCreateIndoorOven::OnExecuteServer(), ActionFoldEntityToSlot::OnExecuteServer(), ActionOpen::OnExecuteServer(), ActionPlaceFireplaceIntoBarrel::OnExecuteServer(), ActionUnfoldEntity::OnExecuteServer(), OnFinishProgressClient(), OnFinishProgressServer(), ActionDigInStash::OnFinishProgressServer(), ActionDetachFromTarget::Process(), SetupAction(), FirearmActionAttachMagazine::Start() и FirearmActionAttachMagazineQuick::Start().

◆ ComputeConditionMask()

static int ComputeConditionMask ( PlayerBase player,
ActionTarget target,
ItemBase item )
inlinestaticprotected
705 {
706 int mask = 0;
707 if ( player.GetCommand_Vehicle() )
708 {
709 mask |= ActionConditionMask.ACM_IN_VEHICLE;
710 }
711
712 if ( player.GetCommand_Ladder() )
713 {
714 mask |= ActionConditionMask.ACM_ON_LADDER;
715 }
716
717 if ( player.IsRestrained() )
718 {
719 mask |= ActionConditionMask.ACM_RESTRAIN;
720 }
721
722 if ( player.GetCommand_Swim() )
723 {
724 mask |= ActionConditionMask.ACM_SWIMMING;
725 }
726
727 if ( player.IsRaised() )
728 {
729 mask |= ActionConditionMask.ACM_RAISED;
730 }
731
732 if ( player.GetCommand_Move() && player.GetCommand_Move().IsOnBack() )
733 {
734 mask |= ActionConditionMask.ACM_ON_BACK;
735 }
736
737 if ( player.GetThrowing().IsThrowingModeEnabled())
738 {
739 mask |= ActionConditionMask.ACM_THROWING;
740 }
741
742 if (player.IsLeaning())
743 {
744 mask |= ActionConditionMask.ACM_LEANING;
745 }
746
747 if (player.GetBrokenLegs() == eBrokenLegs.BROKEN_LEGS)
748 {
749 mask |= ActionConditionMask.ACM_BROKEN_LEGS;
750 }
751
752 if (player.GetInputController() && player.GetInputController().CameraIsFreeLook())
753 mask |= ActionConditionMask.ACM_IN_FREELOOK;
754
755 return mask;
756 }
ActionConditionMask
Definition ActionBase.c:2
eBrokenLegs
Definition EBrokenLegs.c:2

Используется в Can(), ActionManagerClient::FindContextualUserActions(), ActionManagerClient::Update() и ActionManagerServer::Update().

◆ CreateActionData()

ActionData CreateActionData ( )
inlineprotected
226 {
227 return new ActionData;
228 }
ActionBase ActionData
Definition ActionBase.c:30

Перекрестные ссылки ActionData.

Используется в SetupAction().

◆ CreateConditionComponents()

void CreateConditionComponents ( )
inlineprotected
231 {
234 }
Definition CCIDummy.c:2
Definition CCTDummy.c:2

Перекрестные ссылки m_ConditionItem и m_ConditionTarget.

◆ DisplayTargetInActionText()

bool DisplayTargetInActionText ( )
inlineprotected

Action will display the content of ActionBase::GetTargetName next to action action name (ActionTargetsCursor::GetActionDesc).

Возвращает
true if allowed; otherwise false
394 {
395 return false;
396 }

◆ End()

void End ( ActionData action_data)
inlineprotected
650 {
651 if ( action_data.m_Player )
652 {
654
655 if ( GetGame().IsServer() )
656 {
658 }
659 else
660 {
662 }
663
664 action_data.m_Player.GetActionManager().OnActionEnd();
665 }
666 }
override void OnEnd()
Definition JumpEvents.c:57
void OnEndServer(ActionData action_data)
Definition ActionBase.c:1175
void OnEndClient(ActionData action_data)
Definition ActionBase.c:1172

Перекрестные ссылки GetGame(), OnEnd(), OnEndClient() и OnEndServer().

◆ EndInput()

void EndInput ( ActionData action_data)
inlineprotected
677 {
678 action_data.m_ReciveEndInput = true;
680 }
void OnEndInput(ActionData action_data)
Definition ActionBase.c:673

Перекрестные ссылки OnEndInput().

◆ EndRequest()

void EndRequest ( ActionData action_data)
inlineprotected
686 {
688 }
void OnEndRequest(ActionData action_data)
Definition ActionBase.c:682

Перекрестные ссылки OnEndRequest().

◆ GetActionCategory()

int GetActionCategory ( )
inlineprotected
279 {
280 return AC_UNCATEGORIZED;
281 }
const int AC_UNCATEGORIZED
Definition _constants.c:1

Перекрестные ссылки AC_UNCATEGORIZED.

◆ GetAdminLogMessage()

string GetAdminLogMessage ( ActionData action_data)
inlineprotected
1218 {
1219 return "";
1220 }

◆ GetDisplayInteractObject()

Object GetDisplayInteractObject ( PlayerBase player,
ActionTarget target )
inlineprotected
237 {
238 return null;
239 }

◆ GetID()

int GetID ( )
inlineprotected
1213 {
1214 return m_ActionID;
1215 }

Перекрестные ссылки m_ActionID.

Используется в AnimatedActionBase::OnStartServer().

◆ GetInput()

ActionInput GetInput ( )
inlineprotected
1203 {
1204 return m_Input;
1205 }

Перекрестные ссылки m_Input.

◆ GetInputType()

GetInputType ( )
inlineprotected
216 {
217 return DefaultActionInput;
218 }
Definition ActionInput.c:631

◆ GetProgress()

float GetProgress ( ActionData action_data)
inlineprotected
1198 {
1199 return -1;
1200 }

◆ GetRefreshReservationTimerValue()

int GetRefreshReservationTimerValue ( )
inlineprotected
422 {
424 }
int m_RefreshReservationTimerValue
Definition ActionBase.c:55

Перекрестные ссылки m_RefreshReservationTimerValue.

◆ GetSoundCategory()

string GetSoundCategory ( ActionData action_data)
inlineprotected
1116 {
1117 return "";
1118 }

Используется в Start().

◆ GetSpecialtyWeight()

float GetSpecialtyWeight ( )
inlineprotected
1181 {
1182 if(m_SpecialtyWeight == 0)
1183 {
1184#ifdef DEVELOPER
1185 //Print("UserAction does not use SoftSkills");
1186#endif
1187 }
1188
1189 return m_SpecialtyWeight;
1190 }
float m_SpecialtyWeight
Definition ActionBase.c:77

Перекрестные ссылки m_SpecialtyWeight.

◆ GetStanceMask()

int GetStanceMask ( PlayerBase player)
inlineprotected
587 {
588 if ( HasProneException() )
589 {
590 if ( player.IsPlayerInStance(DayZPlayerConstants.STANCEMASK_RAISEDERECT | DayZPlayerConstants.STANCEMASK_RAISEDCROUCH | DayZPlayerConstants.STANCEMASK_RAISEDPRONE))
591 return -1;
592 else if ( player.IsPlayerInStance(DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT))
593 return DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
594 else
595 return DayZPlayerConstants.STANCEMASK_PRONE;
596 }
597 return m_StanceMask;
598 }
bool HasProneException()
Definition ActionBase.c:615

Перекрестные ссылки HasProneException() и m_StanceMask.

◆ GetStanceMaskEx()

int GetStanceMaskEx ( PlayerBase player,
ActionTarget target,
ItemBase item )
inlineprotected
582 {
583 return GetStanceMask(player);
584 }
int GetStanceMask()
Definition PluginDayzPlayerDebug.c:76

Перекрестные ссылки GetStanceMask().

Используется в Can().

◆ GetState()

int GetState ( ActionData action_data)
inlineprotected
1193 {
1194 return action_data.m_State;
1195 }

◆ GetTargetName()

string GetTargetName ( PlayerBase player,
ActionTarget target )
inlineprotected

Used to set the name of action target displayed in UI in case ActionBase::DisplayTargetInActionText is true.

Аргументы
playerreference to player running action
targetactual target reference
Возвращает
name of the target
415 {
416 return string.Empty;
417 }

Перекрестные ссылки string::Empty.

◆ GetText()

string GetText ( )
inlineprotected
299 {
300 return m_Text;
301 }

Перекрестные ссылки m_Text.

◆ GetVariantID()

int GetVariantID ( )
inlineprotected
838 {
839 return m_VariantID;
840 }
int m_VariantID
Definition ActionBase.c:68

Перекрестные ссылки m_VariantID.

◆ GetVariantManager()

ActionVariantManager GetVariantManager ( )
inlineprotected
851 {
852 if ( !m_VariantManager )
854 return m_VariantManager;
855 }
string Type
Definition JsonDataContaminatedArea.c:11
ref ActionVariantManager m_VariantManager
Definition ActionBase.c:70
Definition ActionVariantsManager.c:2

Перекрестные ссылки m_VariantManager и Type.

◆ GetVariants()

int GetVariants ( out array< ref ActionBase > variants)
inlineprotected
825 {
827 return m_VariantManager.GetActions(variants);
828
829 return 0;
830 }

Перекрестные ссылки m_VariantManager.

◆ GetVariantsCount()

int GetVariantsCount ( )
inlineprotected
817 {
819 return m_VariantManager.GetActionsCount();
820
821 return 0;
822 }

Перекрестные ссылки m_VariantManager.

◆ HandleReciveData()

void HandleReciveData ( ActionReciveData action_recive_data,
ActionData action_data )
inlineprotected
560 {
561 action_data.m_MainItem = action_recive_data.m_MainItem;
562
563 if(HasTarget())
564 {
565 if (action_recive_data.m_Target)
566 {
567 action_data.m_Target = action_recive_data.m_Target;
568 }
569 else
570 {
571 Error("Action target not created.");
572 action_data.m_Target = new ActionTarget(NULL, NULL, -1, vector.Zero, 0);
573 }
574 }
575 }
class ActionTargets ActionTarget
Definition EnConvert.c:106
static const vector Zero
Definition EnConvert.c:110
void Error(string err)
Messagebox with error message.
Definition EnDebug.c:90

Перекрестные ссылки ActionTarget, Error(), HasTarget() и vector::Zero.

Используется в SetupAction().

◆ HasProgress()

bool HasProgress ( )
inlineprotected

For UI: hiding of progress bar.

251 {
252 return true;
253 }

◆ HasProneException()

bool HasProneException ( )
inlineprotected
616 {
617 return false;
618 }

Используется в GetStanceMask() и IsFullBody().

◆ HasTarget()

◆ HasVariants()

bool HasVariants ( )
inlineprotected
812 {
813 return m_VariantManager != null;
814 }

Перекрестные ссылки m_VariantManager.

◆ InformPlayers()

void InformPlayers ( PlayerBase player,
ActionTarget target,
int state )
protected

DEPRECATED delivers message ids to clients based on given context.

Используется в AnimatedActionBase::Do(), ActionTurnOffWhileOnGround::OnExecuteServer(), ActionTurnOnWhileOnGround::OnExecuteServer(), ActionMeasureBattery::OnExecuteServer() и Start().

◆ InitConditionMask()

void InitConditionMask ( )
inlineprotected
105 {
106 m_ConditionMask = ActionConditionMask.ACM_NO_EXEPTION;
107 if (CanBeUsedInVehicle())
108 {
109 m_ConditionMask |= ActionConditionMask.ACM_IN_VEHICLE;
110 }
111
112 if (CanBeUsedOnLadder())
113 {
114 m_ConditionMask |= ActionConditionMask.ACM_ON_LADDER;
115 }
116
117 if (CanBeUsedSwimming())
118 {
119 m_ConditionMask |= ActionConditionMask.ACM_SWIMMING;
120 }
121
123 {
124 m_ConditionMask |= ActionConditionMask.ACM_RESTRAIN;
125 }
126
127 if (CanBeUsedRaised())
128 {
130 }
131
132 if (CanBeUsedOnBack())
133 {
135 }
136
137 if (CanBeUsedThrowing())
138 {
139 m_ConditionMask |= ActionConditionMask.ACM_THROWING;
140 }
141
142 if (CanBeUsedLeaning())
143 {
145 }
146
148 {
149 m_ConditionMask |= ActionConditionMask.ACM_BROKEN_LEGS;
150 }
151
153 m_ConditionMask |= ActionConditionMask.ACM_IN_FREELOOK;
154 }
bool CanBeUsedInFreelook()
Definition ActionBase.c:368
bool CanBeUsedWithBrokenLegs()
Definition ActionBase.c:363
bool CanBeUsedRaised()
Definition ActionBase.c:348
bool CanBeUsedThrowing()
Definition ActionBase.c:353
bool CanBeUsedSwimming()
Definition ActionBase.c:338
bool CanBeUsedOnBack()
Definition ActionBase.c:333
bool CanBeUsedInRestrain()
Definition ActionBase.c:318
bool CanBeUsedLeaning()
Definition ActionBase.c:358
bool CanBeUsedInVehicle()
Definition ActionBase.c:323
bool CanBeUsedOnLadder()
Definition ActionBase.c:343

Перекрестные ссылки CanBeUsedInFreelook(), CanBeUsedInRestrain(), CanBeUsedInVehicle(), CanBeUsedLeaning(), CanBeUsedOnBack(), CanBeUsedOnLadder(), CanBeUsedRaised(), CanBeUsedSwimming(), CanBeUsedThrowing(), CanBeUsedWithBrokenLegs() и m_ConditionMask.

Используется в ActionBase().

◆ Interrupt()

void Interrupt ( ActionData action_data)
inlineprotected
669 {
671 }
void End()
called on surrender end request end

Перекрестные ссылки End().

◆ InventoryReservation()

bool InventoryReservation ( ActionData action_data)
inlineprotected
864 {
865 if ((IsLocal() || !UseAcknowledgment()) && IsInstant())
866 return true;
867
868 //action_data.m_ReservedInventoryLocations = new array<ref InventoryLocation>;
869 bool success = true;
872
873 // lock target if it has target
874 if (HasTarget())
875 {
877 if ( ItemBase.CastTo(targetItem,action_data.m_Target.GetObject()) )
878 {
880 targetItem.GetInventory().GetCurrentInventoryLocation(targetInventoryLocation);
881 if ( action_data.m_Player.GetInventory().HasInventoryReservation( targetItem, targetInventoryLocation) )
882 {
883 success = false;
884 }
885 else
886 {
887 action_data.m_Player.GetInventory().AddInventoryReservationEx( targetItem, targetInventoryLocation, GameInventory.c_InventoryReservationTimeoutMS);
888 }
889 }
890 }
891
893 handInventoryLocation.SetHands(action_data.m_Player,action_data.m_Player.GetItemInHands());
894
895 if (action_data.m_Player.GetInventory().HasInventoryReservation( action_data.m_Player.GetItemInHands(), handInventoryLocation))
896 {
897 if (HasTarget())
898 {
899 action_data.m_Player.GetInventory().ClearInventoryReservation(targetItem, targetInventoryLocation);
900 }
901
902 success = false;
903 }
904 else
905 {
906 action_data.m_Player.GetInventory().AddInventoryReservationEx( action_data.m_Player.GetItemInHands(), handInventoryLocation, GameInventory.c_InventoryReservationTimeoutMS);
907 }
908
909 if (success)
910 {
912 action_data.m_ReservedInventoryLocations.Insert(targetInventoryLocation);
913
915 action_data.m_ReservedInventoryLocations.Insert(handInventoryLocation);
916 }
917
918 return success;
919 }
bool UseAcknowledgment()
Definition ActionBase.c:1019
bool IsLocal()
Definition ActionBase.c:256
bool IsInstant()
Definition ActionBase.c:262
script counterpart to engine's class Inventory
Definition Inventory.c:79
const int c_InventoryReservationTimeoutMS
reservations
Definition Inventory.c:712
Definition InventoryItem.c:731

Перекрестные ссылки GameInventory::c_InventoryReservationTimeoutMS, HasTarget(), IsInstant(), IsLocal() и UseAcknowledgment().

Используется в ActionDeployBase::OnUpdate() и SetupAction().

◆ IsBuilding()

bool IsBuilding ( ActionTarget target)
inlineprotected
1045 {
1046 return target.GetObject() && target.GetObject().IsBuilding();
1047 }

Используется в ActionLockDoors::ActionCondition(), ActionUnlockDoors::ActionCondition(), ActionCloseDoors::ActionCondition() и ActionOpenDoors::ActionCondition().

◆ IsDamageDestroyed()

bool IsDamageDestroyed ( ActionTarget target)
inlineprotected
1040 {
1041 return target.GetObject() && target.GetObject().IsDamageDestroyed();
1042 }

◆ IsDeploymentAction()

bool IsDeploymentAction ( )
inlineprotected

Is an action directly related to deployment/advanced placing.

375 {
376 return false;
377 }

Используется в OnStart().

◆ IsDrink()

bool IsDrink ( )
inlineprotected
289 {
290 return false;
291 }

Используется в AnimatedActionBase::End().

◆ IsEat()

bool IsEat ( )
inlineprotected
284 {
285 return false;
286 }

Используется в AnimatedActionBase::End().

◆ IsFullBody()

bool IsFullBody ( PlayerBase player)
inlineprotected
606 {
607 if ( HasProneException() )
608 {
609 return !( player.IsPlayerInStance(DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT) );
610 }
611 return m_FullBody;
612 }

Перекрестные ссылки HasProneException() и m_FullBody.

◆ IsFullBodyEx()

bool IsFullBodyEx ( PlayerBase player,
ActionTarget target,
ItemBase item )
inlineprotected
601 {
602 return IsFullBody(player);
603 }
bool IsFullBody()
Definition PluginDayzPlayerDebug.c:71

Перекрестные ссылки IsFullBody().

Используется в Can() и AnimatedActionBase::CreateAndSetupActionCallback().

◆ IsInReach()

bool IsInReach ( PlayerBase player,
ActionTarget target,
float maxDistance = 1.0 )
inlineprotected
1055 {
1056 Object obj = target.GetObject();
1057 if (!obj)
1058 return false;
1059
1062
1063 // we're using sq distance in comparison
1065
1066 // get position of Head bone
1068
1070 obj.GetActionComponentNameList(target.GetComponentIndex(), componentNames);
1071 foreach (string componentName : componentNames)
1072 {
1073 if (componentName.Contains("doorstwin"))
1074 continue;
1075
1076 modelPos = obj.GetSelectionPositionMS(componentName);
1077 worldPos = obj.ModelToWorld(modelPos);
1078
1079 break;
1080 }
1081
1082 distanceRoot = vector.DistanceSq(worldPos, player.GetPosition());
1084
1086 }
Definition ObjectTyped.c:2
static proto native float DistanceSq(vector v1, vector v2)
Returns the square distance between tips of two 3D vectors.

Перекрестные ссылки vector::DistanceSq().

Используется в ActionLockDoors::ActionCondition(), ActionPushCar::ActionCondition(), ActionCondition(), ActionUnlockDoors::ActionCondition(), ActionCloseDoors::ActionCondition(), ActionOpenDoors::ActionCondition(), ActionAnimateCarSelection::ActionCondition(), ActionAnimateSeats::ActionCondition(), ActionCarDoorsOutside::ActionCondition(), ActionClapBearTrapWithThisItem::ActionCondition(), ActionCreateIndoorFireplace::ActionCondition(), ActionCreateIndoorOven::ActionCondition(), ActionPlaceFireplaceIndoor::ActionCondition(), ActionPlaceOvenIndoor::ActionCondition() и ActionDestroyPart::DestroyCondition().

◆ IsInstant()

◆ IsLocal()

bool IsLocal ( )
inlineprotected

◆ IsLockTargetOnUse()

bool IsLockTargetOnUse ( )
inlineprotected
100 {
101 return m_LockTargetOnUse;
102 }

Перекрестные ссылки m_LockTargetOnUse.

Используется в AddActionJuncture().

◆ IsShaveSelf()

bool IsShaveSelf ( )
inlineprotected
294 {
295 return false;
296 }

◆ IsTransport()

bool IsTransport ( ActionTarget target)
inlineprotected
1050 {
1051 return target.GetObject() && target.GetObject().IsTransport();
1052 }

Используется в ActionFillBrakes::ActionCondition(), ActionFillFuel::ActionCondition() и ActionFillOil::ActionCondition().

◆ IsUsingProxies()

bool IsUsingProxies ( )
inlineprotected

not using plane object - it's using multiple proxies

269 {
270 return false;
271 }

Используется в ReadFromContext() и WriteToContext().

◆ MainItemAlwaysInHands()

bool MainItemAlwaysInHands ( )
inlineprotected
385 {
386 return true;
387 }

Используется в SetupAction().

◆ OnActionInfoUpdate()

void OnActionInfoUpdate ( PlayerBase player,
ActionTarget target,
ItemBase item )
inlineprotected
1111 {
1112 }

◆ OnEnd()

void OnEnd ( ActionData action_data)
inlineprotected
1168 {
1169
1170 }

◆ OnEndClient()

void OnEndClient ( ActionData action_data)
inlineprotected
1173 {}

Используется в End() и AnimatedActionBase::End().

◆ OnEndInput()

void OnEndInput ( ActionData action_data)
inlineprotected
674 {}

Используется в EndInput().

◆ OnEndRequest()

void OnEndRequest ( ActionData action_data)
inlineprotected
683 {}

Используется в EndRequest().

◆ OnEndServer()

void OnEndServer ( ActionData action_data)
inlineprotected
1176 {
1177 }

Используется в End().

◆ OnItemLocationChanged()

void OnItemLocationChanged ( ItemBase item)
inlineprotected
859 {}

◆ OnStart()

void OnStart ( ActionData action_data)
inlineprotected
1154 {
1155 if (action_data.m_Player != NULL && action_data.m_Player.IsPlacingLocal() && !IsDeploymentAction())
1156 action_data.m_Player.PlacingCancelLocal();
1157 }
bool IsDeploymentAction()
Is an action directly related to deployment/advanced placing.
Definition ActionBase.c:374

Перекрестные ссылки IsDeploymentAction().

Используется в Start().

◆ OnStartClient()

void OnStartClient ( ActionData action_data)
inlineprotected
1160 {}

Используется в Start().

◆ OnStartServer()

void OnStartServer ( ActionData action_data)
inlineprotected
1163 {
1164
1165 }

Используется в Start().

◆ OnUpdate()

void OnUpdate ( ActionData action_data)
inlineprotected
1122 {}

◆ OnUpdateClient()

void OnUpdateClient ( ActionData action_data)
inlineprotected
1125 {
1126 if ( !GetGame().IsDedicatedServer() )
1127 {
1128 if (action_data.m_RefreshReservationTimer > 0)
1129 {
1130 action_data.m_RefreshReservationTimer--;
1131 }
1132 else
1133 {
1134 action_data.m_RefreshReservationTimer = m_RefreshReservationTimerValue;
1136 }
1137 }
1138 }
void RefreshReservations(ActionData action_data)
Definition ActionBase.c:936

Перекрестные ссылки GetGame(), m_RefreshReservationTimerValue и RefreshReservations().

◆ OnUpdateServer()

void OnUpdateServer ( ActionData action_data)
inlineprotected
1141 {
1142 if (action_data.m_RefreshJunctureTimer > 0)
1143 {
1144 action_data.m_RefreshJunctureTimer--;
1145 }
1146 else
1147 {
1148 action_data.m_RefreshJunctureTimer = m_RefreshReservationTimerValue;
1150 }
1151 }
void RefreshActionJuncture(ActionData action_data)
Definition ActionBase.c:1001

Перекрестные ссылки m_RefreshReservationTimerValue и RefreshActionJuncture().

◆ PlayActionSound()

SoundOnVehicle PlayActionSound ( PlayerBase player)
inlineprotected
1093 {
1094 if ( GetGame().IsServer() && player )
1095 {
1096 if ( m_Sound != "" )
1097 {
1098 return GetGame().CreateSoundOnObject(player, m_Sound, 6, false);
1099 }
1100 else if ( m_Sounds && m_Sounds.Count() > 0 )
1101 {
1102 int rand_num = Math.RandomInt(0, m_Sounds.Count());
1103 return GetGame().CreateSoundOnObject(player, m_Sounds.Get(rand_num), 6, false);
1104 }
1105 }
1106
1107 return NULL;
1108 }
Definition EnMath.c:7
static proto int RandomInt(int min, int max)
Returns a random int number between and min [inclusive] and max [exclusive].

Перекрестные ссылки GetGame(), m_Sound, m_Sounds и Math::RandomInt().

◆ Post_SetupAction()

bool Post_SetupAction ( ActionData action_data)
inlineprotected
208 {
209 return true;
210 }

Используется в SetupAction().

◆ ReadFromContext()

bool ReadFromContext ( ParamsReadContext ctx,
out ActionReciveData action_recive_data )
inlineprotected

create target object from proxyBoneIdx synced from client

483 {
484 if ( !action_recive_data )
485 {
486 action_recive_data = new ActionReciveData;
487 }
490 int componentIndex = -1;
491 int proxyBoneIdx = -1;
494
495 ref ActionTarget target;
496
497 if ( UseMainItem() )
498 {
499 if ( !ctx.Read(mainItem) )
500 return false;
501 }
502
503 if ( HasTarget() && !IsUsingProxies() )
504 {
505 if ( !ctx.Read(actionTargetObject) )
506 return false;
507
508 if ( !ctx.Read(actionTargetParent))
509 return false;
510
511 if ( !ctx.Read(componentIndex) )
512 return false;
513
514 if ( !ctx.Read(cursorHitPos) )
515 return false;
516
518
519 action_recive_data.m_Target = target;
520 }
521 else if( HasTarget() && IsUsingProxies() )
522 {
523 if ( !ctx.Read(proxyBoneIdx) )
524 return false;
525
526 if ( !ctx.Read(actionTargetParent))
527 return false;
528
529 if ( !ctx.Read(componentIndex) )
530 return false;
531
532 if ( !ctx.Read(cursorHitPos) )
533 return false;
534
536 if ( proxyBoneIdx > -1 )
537 {
539
540 if (entParent)
541 {
542 actionTargetObject = entParent.GetBoneObject(proxyBoneIdx);
543 }
544 }
545 else
546 {
547 return false;
548 }
549
551
552 action_recive_data.m_Target = target;
553 }
554
555 action_recive_data.m_MainItem = mainItem;
556 return true;
557 }
bool IsUsingProxies()
not using plane object - it's using multiple proxies
Definition ActionBase.c:268
bool UseMainItem()
Definition ActionBase.c:379
Definition Camera.c:2

Перекрестные ссылки ActionTarget, HasTarget(), IsUsingProxies(), UseMainItem() и vector::Zero.

◆ RefreshActionJuncture()

void RefreshActionJuncture ( ActionData action_data)
inlineprotected
1002 {
1003 if (action_data.m_ReservedInventoryLocations)
1004 {
1006 for (int i = 0; i < action_data.m_ReservedInventoryLocations.Count(); i++)
1007 {
1008 il = action_data.m_ReservedInventoryLocations.Get(i);
1009 EntityAI entity = il.GetItem();
1010 if (entity)
1011 {
1012 GetGame().ExtendActionJuncture(action_data.m_Player, entity, 10000);
1013 }
1014 }
1015 }
1016 }

Перекрестные ссылки GetGame().

Используется в OnUpdateServer().

◆ RefreshReservations()

void RefreshReservations ( ActionData action_data)
inlineprotected
937 {
938 if (action_data.m_ReservedInventoryLocations)
939 {
941 for (int i = 0; i < action_data.m_ReservedInventoryLocations.Count(); i++)
942 {
943 il = action_data.m_ReservedInventoryLocations.Get(i);
944 EntityAI entity = il.GetItem();
945 action_data.m_Player.GetInventory().ExtendInventoryReservationEx(il.GetItem() , il, 10000);
946 }
947 }
948 }

Используется в OnUpdateClient().

◆ RemoveForceTargetAfterUse()

bool RemoveForceTargetAfterUse ( )
inlineprotected
274 {
275 return true;
276 }

◆ SendMessageToClient()

void SendMessageToClient ( Object reciever,
string message )
inlineprotected
1028 {
1030 if (GetGame().IsServer() && Class.CastTo(man, reciever) && m_MessageParam && reciever.IsAlive() && message != "")
1031 {
1032 m_MessageParam.param1 = message;
1033 GetGame().RPCSingleParam(man, ERPCs.RPC_USER_ACTION_MESSAGE, m_MessageParam, true, man.GetIdentity());
1034 }
1035 }
ERPCs
Definition ERPCs.c:2
Super root of all classes in Enforce script.
Definition EnScript.c:11
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.

Перекрестные ссылки Class::CastTo(), GetGame() и m_MessageParam.

Используется в CAContinuousTransferQuantity::Execute() и ActionDisinfectPlantBit::OnExecuteServer().

◆ SetID()

void SetID ( int actionId)
inlineprotected
1208 {
1210 }

Перекрестные ссылки m_ActionID.

◆ SetInput()

void SetInput ( ActionInput ai)
inlineprotected
221 {
222 m_Input = ai;
223 }

Перекрестные ссылки m_Input.

◆ SetupAction()

bool SetupAction ( PlayerBase player,
ActionTarget target,
ItemBase item,
out ActionData action_data,
Param extra_data = NULL )
inlineprotected
157 {
159 action_data.m_Action = this;
160 action_data.m_Player = player;
161 action_data.m_Target = target;
162 action_data.m_MainItem = item;
163 action_data.m_PossibleStanceMask = GetStanceMask(player);
164 action_data.m_ReservedInventoryLocations = new array<ref InventoryLocation>;
165 action_data.m_RefreshReservationTimer = m_RefreshReservationTimerValue;
166 action_data.m_WasExecuted = false;
167 action_data.m_WasActionStarted = false;
168 action_data.m_ReciveEndInput = false;
169
170 ActionReciveData action_recive_data = player.GetActionManager().GetReciveData();
171 if ( action_recive_data )
172 {
174
176 {
177 if ( player.GetItemInHands() != action_data.m_MainItem )
178 {
179 return false;
180 }
181 }
182 }
183
185 return false;
186
187 if ( (!GetGame().IsDedicatedServer()) && !IsInstant() )
188 {
190 {
192 return false;
193 }
194
196 {
197 for ( int i = 0; i < action_data.m_ReservedInventoryLocations.Count(); i++)
198 {
199 Debug.ActionLog( InventoryLocation.DumpToStringNullSafe( action_data.m_ReservedInventoryLocations[i] ), action_data.m_Action.ToString() , "n/a", "LockInventoryList", action_data.m_Player.ToString() );
200 }
201 }
202 }
203
204 return true;
205 }
ActionData CreateActionData()
Definition ActionBase.c:225
bool InventoryReservation(ActionData action_data)
Definition ActionBase.c:863
bool MainItemAlwaysInHands()
Definition ActionBase.c:384
void ClearInventoryReservationEx(ActionData action_data)
Definition ActionBase.c:921
void HandleReciveData(ActionReciveData action_recive_data, ActionData action_data)
Definition ActionBase.c:559
bool Post_SetupAction(ActionData action_data)
Definition ActionBase.c:207
Definition Debug.c:14
static void ActionLog(string message=LOG_DEFAULT, string plugin=LOG_DEFAULT, string author=LOG_DEFAULT, string label=LOG_DEFAULT, string entity=LOG_DEFAULT)
Definition Debug.c:141
static string DumpToStringNullSafe(InventoryLocation loc)
Definition InventoryLocation.c:226
Definition Debug.c:600
static bool IsActionLogEnable()
Definition Debug.c:644

Перекрестные ссылки Debug::ActionLog(), ClearInventoryReservationEx(), CreateActionData(), InventoryLocation::DumpToStringNullSafe(), GetGame(), GetStanceMask(), HandleReciveData(), InventoryReservation(), LogManager::IsActionLogEnable(), IsInstant(), m_RefreshReservationTimerValue, MainItemAlwaysInHands(), Post_SetupAction() и UseMainItem().

Используется в ActionManagerServer::Update().

◆ SetVariantID()

void SetVariantID ( int ID)
inlineprotected
833 {
834 m_VariantID = ID;
835 }

Перекрестные ссылки m_VariantID.

◆ Start()

void Start ( ActionData action_data)
inlineprotected
623 {
624 action_data.m_State = UA_START;
625
627 {
628 Debug.ActionLog("Time stamp: " + action_data.m_Player.GetSimulationTimeStamp(), this.ToString() , "n/a", "OnStart", action_data.m_Player.ToString() );
629 }
630
632
633 if ( GetGame().IsServer() )
634 {
636
638 if (soundCat)
639 action_data.m_Player.SetSoundCategoryHash(soundCat.Hash());
640 }
641 else
642 {
644 }
645
647 }
void InformPlayers(PlayerBase player, ActionTarget target, int state)
DEPRECATED delivers message ids to clients based on given context.
string GetSoundCategory(ActionData action_data)
Definition ActionBase.c:1115
void OnStartClient(ActionData action_data)
Definition ActionBase.c:1159
void OnStartServer(ActionData action_data)
Definition ActionBase.c:1162
void OnStart(ActionData action_data)
Definition ActionBase.c:1153
const int UA_START
Definition constants.c:446

Перекрестные ссылки Debug::ActionLog(), GetGame(), GetSoundCategory(), InformPlayers(), LogManager::IsActionLogEnable(), OnStart(), OnStartClient(), OnStartServer() и UA_START.

◆ UpdateVariants()

void UpdateVariants ( Object item,
Object target,
int componet_index )
inlineprotected
843 {
844 if ( m_VariantManager )
845 {
846 m_VariantManager.UpdateVariants(item, target, componet_index);
847 }
848 }

Перекрестные ссылки m_VariantManager.

◆ UseAcknowledgment()

bool UseAcknowledgment ( )
inlineprotected

◆ UseMainItem()

bool UseMainItem ( )
inlineprotected
380 {
381 return true;
382 }

Используется в ReadFromContext(), SetupAction() и WriteToContext().

◆ WriteToContext()

void WriteToContext ( ParamsWriteContext ctx,
ActionData action_data )
inlineprotected

get proxy bone idx from parent and selection we are looking at ID is used for synchronisation to server where it's translated back to object

427 {
428 int componentIndex = -1;
429 int proxyBoneIdx = -1;
431
433
436
437 if (UseMainItem())
438 {
439 ctx.Write(action_data.m_MainItem);
440 }
441
442 if (HasTarget() && !IsUsingProxies())
443 {
444 // callback data
445 targetObject = action_data.m_Target.GetObject();
446 ctx.Write(targetObject);
447 targetParent = action_data.m_Target.GetParent();
448 ctx.Write(targetParent);
449 componentIndex = action_data.m_Target.GetComponentIndex();
450 ctx.Write(componentIndex);
451 cursorHitPos = action_data.m_Target.GetCursorHitPos();
452 ctx.Write(cursorHitPos);
453 }
454 else if( HasTarget() && IsUsingProxies() )
455 {
458 Entity entParent = Entity.Cast(action_data.m_Target.GetParent());
459 if (entParent)
460 {
461 action_data.m_Target.GetObject().GetActionComponentNameList(action_data.m_Target.GetComponentIndex(), selectionNames);
462 for (int s = 0; s < selectionNames.Count(); s++)
463 {
464 proxyBoneIdx = entParent.GetBoneIndex(selectionNames[s]);
465 if( proxyBoneIdx > -1 )
466 {
467 break;
468 }
469 }
470 }
471
472 ctx.Write(proxyBoneIdx);
473 targetParent = action_data.m_Target.GetParent();
474 ctx.Write(targetParent);
475 componentIndex = action_data.m_Target.GetComponentIndex();
476 ctx.Write(componentIndex);
477 cursorHitPos = action_data.m_Target.GetCursorHitPos();
478 ctx.Write(cursorHitPos);
479 }
480 }

Перекрестные ссылки HasTarget(), IsUsingProxies(), UseMainItem() и vector::Zero.

Поля

◆ m_ActionID

int m_ActionID
protected

Используется в ActionBase(), GetID() и SetID().

◆ m_ConditionItem

ref CCIBase m_ConditionItem
protected

Используется в Can(), CanContinue(), CreateConditionComponents(), ActionInteractBase::CreateConditionComponents(), ActionBreakLongWoodenStick::CreateConditionComponents(), ActionBuildPart::CreateConditionComponents(), ActionBuryBody::CreateConditionComponents(), ActionConsume::CreateConditionComponents(), ActionCookOnStick::CreateConditionComponents(), ActionCoverHeadSelf::CreateConditionComponents(), ActionCoverHeadTarget::CreateConditionComponents(), ActionCraft::CreateConditionComponents(), ActionCraftBolts::CreateConditionComponents(), ActionCraftBoltsFeather::CreateConditionComponents(), ActionCraftBoneKnife::CreateConditionComponents(), ActionCraftBoneKnifeEnv::CreateConditionComponents(), ActionCraftImprovisedEyePatch::CreateConditionComponents(), ActionCraftImprovisedFaceCover::CreateConditionComponents(), ActionCraftImprovisedFeetCover::CreateConditionComponents(), ActionCraftImprovisedHandsCover::CreateConditionComponents(), ActionCraftImprovisedHeadCover::CreateConditionComponents(), ActionCraftImprovisedLegsCover::CreateConditionComponents(), ActionCraftImprovisedTorsoCover::CreateConditionComponents(), ActionCraftRopeBelt::CreateConditionComponents(), ActionCraftStoneKnifeEnv::CreateConditionComponents(), ActionCreateGreenhouseGardenPlot::CreateConditionComponents(), ActionDestroyCombinationLock::CreateConditionComponents(), ActionDestroyPart::CreateConditionComponents(), ActionDigInStash::CreateConditionComponents(), ActionDigWorms::CreateConditionComponents(), ActionDisinfectPlant::CreateConditionComponents(), ActionDismantleGardenPlot::CreateConditionComponents(), ActionDismantlePart::CreateConditionComponents(), ActionDrainLiquid::CreateConditionComponents(), ActionDrink::CreateConditionComponents(), ActionEatBig::CreateConditionComponents(), ActionEmptyBottleBase::CreateConditionComponents(), ActionEmptyMagazine::CreateConditionComponents(), ActionFertilizeSlot::CreateConditionComponents(), ActionFillBottleBase::CreateConditionComponents(), ActionFillGeneratorTank::CreateConditionComponents(), ActionFillObject::CreateConditionComponents(), ActionFishingNew::CreateConditionComponents(), ActionGagSelf::CreateConditionComponents(), ActionGagTarget::CreateConditionComponents(), ActionIgniteFireplaceByAir::CreateConditionComponents(), ActionLoadMagazine::CreateConditionComponents(), ActionLoadMagazineQuick::CreateConditionComponents(), ActionLockAttachment::CreateConditionComponents(), ActionLockDoors::CreateConditionComponents(), ActionLowerFlag::CreateConditionComponents(), ActionMineBush::CreateConditionComponents(), ActionMineBushByHand::CreateConditionComponents(), ActionMineRock::CreateConditionComponents(), ActionMountBarbedWire::CreateConditionComponents(), ActionPackGift::CreateConditionComponents(), ActionPlaceOnGround::CreateConditionComponents(), ActionPourLiquid::CreateConditionComponents(), ActionPushObject::CreateConditionComponents(), ActionRaiseFlag::CreateConditionComponents(), ActionRefuelTorch::CreateConditionComponents(), ActionRepairCarPart::CreateConditionComponents(), ActionRepairPart::CreateConditionComponents(), ActionRepairShelter::CreateConditionComponents(), ActionRepairTent::CreateConditionComponents(), ActionRepairTentPart::CreateConditionComponents(), ActionRepairVehiclePartBase::CreateConditionComponents(), ActionRestrainSelf::CreateConditionComponents(), ActionRestrainTarget::CreateConditionComponents(), ActionSawPlanks::CreateConditionComponents(), ActionShave::CreateConditionComponents(), ActionShaveTarget::CreateConditionComponents(), ActionSortAmmoPile::CreateConditionComponents(), ActionStripCarrierVest::CreateConditionComponents(), ActionTransferLiquid::CreateConditionComponents(), ActionUncoverHeadTarget::CreateConditionComponents(), ActionUngagSelf::CreateConditionComponents(), ActionUngagTarget::CreateConditionComponents(), ActionUnlockDoors::CreateConditionComponents(), ActionUnmountBarbedWire::CreateConditionComponents(), ActionUnpackBox::CreateConditionComponents(), ActionUnpackGift::CreateConditionComponents(), ActionUnrestrainSelf::CreateConditionComponents(), ActionUnrestrainTarget::CreateConditionComponents(), ActionUnrestrainTargetHands::CreateConditionComponents(), ActionUpgradeTorchFromGasPump::CreateConditionComponents(), ActionUseRangefinder::CreateConditionComponents(), ActionViewCompass::CreateConditionComponents(), ActionViewOptics::CreateConditionComponents(), ActionWashHandsItemContinuous::CreateConditionComponents(), ActionWaterGardenSlot::CreateConditionComponents(), ActionWaterPlant::CreateConditionComponents(), ActionWorldCraft::CreateConditionComponents(), ActionWringClothes::CreateConditionComponents(), ActionDeployBase::CreateConditionComponents(), ActionDeployHuntingTrap::CreateConditionComponents(), ActionBurnSewSelf::CreateConditionComponents(), ActionBurnSewTarget::CreateConditionComponents(), ActionCheckPulse::CreateConditionComponents(), ActionCheckPulseTarget::CreateConditionComponents(), ActionCollectBloodSelf::CreateConditionComponents(), ActionCollectBloodTarget::CreateConditionComponents(), ActionCollectSampleSelf::CreateConditionComponents(), ActionCollectSampleTarget::CreateConditionComponents(), ActionCPR::CreateConditionComponents(), ActionDefibrilateSelf::CreateConditionComponents(), ActionDefibrilateTarget::CreateConditionComponents(), ActionGiveBloodSelf::CreateConditionComponents(), ActionGiveBloodTarget::CreateConditionComponents(), ActionGiveSalineSelf::CreateConditionComponents(), ActionGiveSalineTarget::CreateConditionComponents(), ActionMeasureTemperatureSelf::CreateConditionComponents(), ActionMeasureTemperatureTarget::CreateConditionComponents(), ActionSplintSelf::CreateConditionComponents(), ActionSplintTarget::CreateConditionComponents(), ActionTestBloodTarget::CreateConditionComponents(), ActionCarHornLong::CreateConditionComponents(), ActionFillBrakes::CreateConditionComponents(), ActionFillCoolant::CreateConditionComponents(), ActionFillFuel::CreateConditionComponents(), ActionFillOil::CreateConditionComponents(), ActionBuildShelter::CreateConditionComponents(), ActionCloseDoors::CreateConditionComponents(), ActionCloseFence::CreateConditionComponents(), ActionDetachFromTarget::CreateConditionComponents(), ActionEnterLadder::CreateConditionComponents(), ActionExitLadder::CreateConditionComponents(), ActionGetInTransport::CreateConditionComponents(), ActionGetOutTransport::CreateConditionComponents(), ActionHandsPartSwitch::CreateConditionComponents(), ActionHarvestCrops::CreateConditionComponents(), ActionNextCombinationLockDialOnTarget::CreateConditionComponents(), ActionOpenDoors::CreateConditionComponents(), ActionOpenFence::CreateConditionComponents(), ActionOperatePanel::CreateConditionComponents(), ActionDeconstructShelter::CreateConditionComponents(), ActionPickBerry::CreateConditionComponents(), ActionPickupChicken::CreateConditionComponents(), ActionPullBodyFromTransport::CreateConditionComponents(), ActionRemovePlant::CreateConditionComponents(), ActionRemoveSeed::CreateConditionComponents(), ActionRepackTent::CreateConditionComponents(), ActionSetAlarmClock::CreateConditionComponents(), ActionSetKitchenTimer::CreateConditionComponents(), ActionTakeArrow::CreateConditionComponents(), ActionTakeArrowToHands::CreateConditionComponents(), ActionTakeHybridAttachment::CreateConditionComponents(), ActionTakeHybridAttachmentToHands::CreateConditionComponents(), ActionTakeItem::CreateConditionComponents(), ActionTakeItemToHands::CreateConditionComponents(), ActionTakeMaterialToHands::CreateConditionComponents(), ActionToggleTentOpen::CreateConditionComponents(), ActionUseUndergroundLever::CreateConditionComponents(), ActionUseUndergroundPanel::CreateConditionComponents(), ActionAnimateCarSelection::CreateConditionComponents(), ActionCarDoors::CreateConditionComponents(), ActionCarDoorsOutside::CreateConditionComponents(), ActionSwitchLights::CreateConditionComponents(), ActionAttachOnSelection::CreateConditionComponents(), ActionAttachPowerSourceToPanel::CreateConditionComponents(), ActionAttachToConstruction::CreateConditionComponents(), ActionBuildPartSwitch::CreateConditionComponents(), ActionClapBearTrapWithThisItem::CreateConditionComponents(), ActionClose::CreateConditionComponents(), ActionConsumeSingle::CreateConditionComponents(), ActionCreateIndoorFireplace::CreateConditionComponents(), ActionCreateIndoorOven::CreateConditionComponents(), ActionDisinfectPlantBit::CreateConditionComponents(), ActionEmptySeedsPack::CreateConditionComponents(), ActionFoldEntityToSlot::CreateConditionComponents(), ActionFoldMap::CreateConditionComponents(), ActionHandcuffTarget::CreateConditionComponents(), ActionInsertSparkplug::CreateConditionComponents(), ActionMeasureBattery::CreateConditionComponents(), ActionNextCombinationLockDial::CreateConditionComponents(), ActionOpen::CreateConditionComponents(), ActionPlaceFireplaceIndoor::CreateConditionComponents(), ActionPlaceFireplaceIntoBarrel::CreateConditionComponents(), ActionPlaceOvenIndoor::CreateConditionComponents(), ActionPlantSeed::CreateConditionComponents(), ActionPlugIn::CreateConditionComponents(), ActionPlugIntoFence::CreateConditionComponents(), ActionPlugTargetIntoThis::CreateConditionComponents(), ActionReadPaper::CreateConditionComponents(), ActionRepairWithToolFromHands::CreateConditionComponents(), ActionTakeABite::CreateConditionComponents(), ActionTakeMaterialToHandsSwitch::CreateConditionComponents(), ActionToggleNVG::CreateConditionComponents(), ActionToggleNVMode::CreateConditionComponents(), ActionTogglePlaceObject::CreateConditionComponents(), ActionTriggerRemotely::CreateConditionComponents(), ActionTurnOffHeadtorch::CreateConditionComponents(), ActionTurnOffHelmetFlashlight::CreateConditionComponents(), ActionTurnOffWeaponFlashlight::CreateConditionComponents(), ActionTurnOffWhileInHands::CreateConditionComponents(), ActionTurnOnHeadtorch::CreateConditionComponents(), ActionTurnOnHelmetFlashlight::CreateConditionComponents(), ActionTurnOnWeaponFlashlight::CreateConditionComponents(), ActionTurnOnWhileInHands::CreateConditionComponents(), ActionUnfoldEntity::CreateConditionComponents(), ActionWashHandsItem::CreateConditionComponents(), ActionWorldCraftCancel::CreateConditionComponents(), ActionWorldCraftSwitch::CreateConditionComponents(), ActionWorldFlagActionSwitch::CreateConditionComponents(), ActionWorldLiquidActionSwitch::CreateConditionComponents(), ActionWritePaper::CreateConditionComponents(), ActionZoomIn::CreateConditionComponents(), ActionZoomOut::CreateConditionComponents(), ActionDisinfectTarget::CreateConditionComponents(), ActionInjectSelf::CreateConditionComponents(), ActionInjectTarget::CreateConditionComponents(), ActionStopEngine::CreateConditionComponents(), ActionStopEngineBoat::CreateConditionComponents(), ActionSwitchSeats::CreateConditionComponents(), FirearmActionAttachMagazineQuick::CreateConditionComponents(), FirearmActionDetachMagazine_Old::CreateConditionComponents(), FirearmActionLoadMultiBulletQuick::CreateConditionComponents(), FirearmActionLoadMultiBulletRadial::CreateConditionComponents(), FirearmActionMechanicManipulate::CreateConditionComponents() и FirearmActionUnjam::CreateConditionComponents().

◆ m_ConditionMask

int m_ConditionMask
protected

Используется в Can() и InitConditionMask().

◆ m_ConditionTarget

ref CCTBase m_ConditionTarget
protected

Используется в Can(), CanContinue(), CreateConditionComponents(), ActionInteractBase::CreateConditionComponents(), ActionBreakLongWoodenStick::CreateConditionComponents(), ActionBuildPart::CreateConditionComponents(), ActionBuryBody::CreateConditionComponents(), ActionConsume::CreateConditionComponents(), ActionCookOnStick::CreateConditionComponents(), ActionCoverHeadSelf::CreateConditionComponents(), ActionCoverHeadTarget::CreateConditionComponents(), ActionCraft::CreateConditionComponents(), ActionCraftBolts::CreateConditionComponents(), ActionCraftBoltsFeather::CreateConditionComponents(), ActionCraftBoneKnife::CreateConditionComponents(), ActionCraftBoneKnifeEnv::CreateConditionComponents(), ActionCraftImprovisedEyePatch::CreateConditionComponents(), ActionCraftImprovisedFaceCover::CreateConditionComponents(), ActionCraftImprovisedFeetCover::CreateConditionComponents(), ActionCraftImprovisedHandsCover::CreateConditionComponents(), ActionCraftImprovisedHeadCover::CreateConditionComponents(), ActionCraftImprovisedLegsCover::CreateConditionComponents(), ActionCraftImprovisedTorsoCover::CreateConditionComponents(), ActionCraftRopeBelt::CreateConditionComponents(), ActionCraftStoneKnifeEnv::CreateConditionComponents(), ActionCreateGreenhouseGardenPlot::CreateConditionComponents(), ActionDestroyCombinationLock::CreateConditionComponents(), ActionDestroyPart::CreateConditionComponents(), ActionDigInStash::CreateConditionComponents(), ActionDigWorms::CreateConditionComponents(), ActionDisinfectPlant::CreateConditionComponents(), ActionDismantleGardenPlot::CreateConditionComponents(), ActionDismantlePart::CreateConditionComponents(), ActionDrainLiquid::CreateConditionComponents(), ActionDrink::CreateConditionComponents(), ActionEatBig::CreateConditionComponents(), ActionEmptyBottleBase::CreateConditionComponents(), ActionEmptyMagazine::CreateConditionComponents(), ActionFertilizeSlot::CreateConditionComponents(), ActionFillBottleBase::CreateConditionComponents(), ActionFillGeneratorTank::CreateConditionComponents(), ActionFillObject::CreateConditionComponents(), ActionFishingNew::CreateConditionComponents(), ActionGagSelf::CreateConditionComponents(), ActionGagTarget::CreateConditionComponents(), ActionIgniteFireplaceByAir::CreateConditionComponents(), ActionLoadMagazine::CreateConditionComponents(), ActionLoadMagazineQuick::CreateConditionComponents(), ActionLockAttachment::CreateConditionComponents(), ActionLockDoors::CreateConditionComponents(), ActionLowerFlag::CreateConditionComponents(), ActionMineBush::CreateConditionComponents(), ActionMineBushByHand::CreateConditionComponents(), ActionMineRock::CreateConditionComponents(), ActionMountBarbedWire::CreateConditionComponents(), ActionPackGift::CreateConditionComponents(), ActionPlaceOnGround::CreateConditionComponents(), ActionPourLiquid::CreateConditionComponents(), ActionPushObject::CreateConditionComponents(), ActionRaiseFlag::CreateConditionComponents(), ActionRefuelTorch::CreateConditionComponents(), ActionRepairCarPart::CreateConditionComponents(), ActionRepairPart::CreateConditionComponents(), ActionRepairShelter::CreateConditionComponents(), ActionRepairTent::CreateConditionComponents(), ActionRepairTentPart::CreateConditionComponents(), ActionRepairVehiclePartBase::CreateConditionComponents(), ActionRestrainSelf::CreateConditionComponents(), ActionRestrainTarget::CreateConditionComponents(), ActionSawPlanks::CreateConditionComponents(), ActionShave::CreateConditionComponents(), ActionShaveTarget::CreateConditionComponents(), ActionSortAmmoPile::CreateConditionComponents(), ActionStripCarrierVest::CreateConditionComponents(), ActionTransferLiquid::CreateConditionComponents(), ActionUncoverHeadTarget::CreateConditionComponents(), ActionUngagSelf::CreateConditionComponents(), ActionUngagTarget::CreateConditionComponents(), ActionUnlockDoors::CreateConditionComponents(), ActionUnmountBarbedWire::CreateConditionComponents(), ActionUnpackBox::CreateConditionComponents(), ActionUnpackGift::CreateConditionComponents(), ActionUnrestrainSelf::CreateConditionComponents(), ActionUnrestrainTarget::CreateConditionComponents(), ActionUnrestrainTargetHands::CreateConditionComponents(), ActionUpgradeTorchFromGasPump::CreateConditionComponents(), ActionUseRangefinder::CreateConditionComponents(), ActionViewCompass::CreateConditionComponents(), ActionViewOptics::CreateConditionComponents(), ActionWashHandsItemContinuous::CreateConditionComponents(), ActionWaterGardenSlot::CreateConditionComponents(), ActionWaterPlant::CreateConditionComponents(), ActionWorldCraft::CreateConditionComponents(), ActionWringClothes::CreateConditionComponents(), ActionDeployBase::CreateConditionComponents(), ActionDeployHuntingTrap::CreateConditionComponents(), ActionBurnSewSelf::CreateConditionComponents(), ActionBurnSewTarget::CreateConditionComponents(), ActionCheckPulse::CreateConditionComponents(), ActionCheckPulseTarget::CreateConditionComponents(), ActionCollectBloodSelf::CreateConditionComponents(), ActionCollectBloodTarget::CreateConditionComponents(), ActionCollectSampleSelf::CreateConditionComponents(), ActionCollectSampleTarget::CreateConditionComponents(), ActionCPR::CreateConditionComponents(), ActionDefibrilateSelf::CreateConditionComponents(), ActionDefibrilateTarget::CreateConditionComponents(), ActionGiveBloodSelf::CreateConditionComponents(), ActionGiveBloodTarget::CreateConditionComponents(), ActionGiveSalineSelf::CreateConditionComponents(), ActionGiveSalineTarget::CreateConditionComponents(), ActionMeasureTemperatureSelf::CreateConditionComponents(), ActionMeasureTemperatureTarget::CreateConditionComponents(), ActionSplintSelf::CreateConditionComponents(), ActionSplintTarget::CreateConditionComponents(), ActionTestBloodTarget::CreateConditionComponents(), ActionCarHornLong::CreateConditionComponents(), ActionFillBrakes::CreateConditionComponents(), ActionFillCoolant::CreateConditionComponents(), ActionFillFuel::CreateConditionComponents(), ActionFillOil::CreateConditionComponents(), ActionBuildShelter::CreateConditionComponents(), ActionCloseDoors::CreateConditionComponents(), ActionCloseFence::CreateConditionComponents(), ActionDetachFromTarget::CreateConditionComponents(), ActionEnterLadder::CreateConditionComponents(), ActionExitLadder::CreateConditionComponents(), ActionGetInTransport::CreateConditionComponents(), ActionGetOutTransport::CreateConditionComponents(), ActionHandsPartSwitch::CreateConditionComponents(), ActionHarvestCrops::CreateConditionComponents(), ActionNextCombinationLockDialOnTarget::CreateConditionComponents(), ActionOpenDoors::CreateConditionComponents(), ActionOpenFence::CreateConditionComponents(), ActionOperatePanel::CreateConditionComponents(), ActionDeconstructShelter::CreateConditionComponents(), ActionPickBerry::CreateConditionComponents(), ActionPickupChicken::CreateConditionComponents(), ActionPullBodyFromTransport::CreateConditionComponents(), ActionRemovePlant::CreateConditionComponents(), ActionRemoveSeed::CreateConditionComponents(), ActionRepackTent::CreateConditionComponents(), ActionSetAlarmClock::CreateConditionComponents(), ActionSetKitchenTimer::CreateConditionComponents(), ActionTakeArrow::CreateConditionComponents(), ActionTakeArrowToHands::CreateConditionComponents(), ActionTakeHybridAttachment::CreateConditionComponents(), ActionTakeHybridAttachmentToHands::CreateConditionComponents(), ActionTakeItem::CreateConditionComponents(), ActionTakeItemToHands::CreateConditionComponents(), ActionTakeMaterialToHands::CreateConditionComponents(), ActionToggleTentOpen::CreateConditionComponents(), ActionUseUndergroundLever::CreateConditionComponents(), ActionUseUndergroundPanel::CreateConditionComponents(), ActionAnimateCarSelection::CreateConditionComponents(), ActionCarDoors::CreateConditionComponents(), ActionCarDoorsOutside::CreateConditionComponents(), ActionSwitchLights::CreateConditionComponents(), ActionAttachOnSelection::CreateConditionComponents(), ActionAttachPowerSourceToPanel::CreateConditionComponents(), ActionAttachToConstruction::CreateConditionComponents(), ActionBuildPartSwitch::CreateConditionComponents(), ActionClapBearTrapWithThisItem::CreateConditionComponents(), ActionClose::CreateConditionComponents(), ActionConsumeSingle::CreateConditionComponents(), ActionCreateIndoorFireplace::CreateConditionComponents(), ActionCreateIndoorOven::CreateConditionComponents(), ActionDisinfectPlantBit::CreateConditionComponents(), ActionEmptySeedsPack::CreateConditionComponents(), ActionFoldEntityToSlot::CreateConditionComponents(), ActionFoldMap::CreateConditionComponents(), ActionHandcuffTarget::CreateConditionComponents(), ActionInsertSparkplug::CreateConditionComponents(), ActionMeasureBattery::CreateConditionComponents(), ActionNextCombinationLockDial::CreateConditionComponents(), ActionOpen::CreateConditionComponents(), ActionPlaceFireplaceIndoor::CreateConditionComponents(), ActionPlaceFireplaceIntoBarrel::CreateConditionComponents(), ActionPlaceOvenIndoor::CreateConditionComponents(), ActionPlantSeed::CreateConditionComponents(), ActionPlugIn::CreateConditionComponents(), ActionPlugIntoFence::CreateConditionComponents(), ActionPlugTargetIntoThis::CreateConditionComponents(), ActionReadPaper::CreateConditionComponents(), ActionRepairWithToolFromHands::CreateConditionComponents(), ActionTakeABite::CreateConditionComponents(), ActionTakeMaterialToHandsSwitch::CreateConditionComponents(), ActionToggleNVG::CreateConditionComponents(), ActionToggleNVMode::CreateConditionComponents(), ActionTogglePlaceObject::CreateConditionComponents(), ActionTriggerRemotely::CreateConditionComponents(), ActionTurnOffHeadtorch::CreateConditionComponents(), ActionTurnOffHelmetFlashlight::CreateConditionComponents(), ActionTurnOffWeaponFlashlight::CreateConditionComponents(), ActionTurnOffWhileInHands::CreateConditionComponents(), ActionTurnOnHeadtorch::CreateConditionComponents(), ActionTurnOnHelmetFlashlight::CreateConditionComponents(), ActionTurnOnWeaponFlashlight::CreateConditionComponents(), ActionTurnOnWhileInHands::CreateConditionComponents(), ActionUnfoldEntity::CreateConditionComponents(), ActionWashHandsItem::CreateConditionComponents(), ActionWorldCraftCancel::CreateConditionComponents(), ActionWorldCraftSwitch::CreateConditionComponents(), ActionWorldFlagActionSwitch::CreateConditionComponents(), ActionWorldLiquidActionSwitch::CreateConditionComponents(), ActionWritePaper::CreateConditionComponents(), ActionZoomIn::CreateConditionComponents(), ActionZoomOut::CreateConditionComponents(), ActionDisinfectTarget::CreateConditionComponents(), ActionInjectSelf::CreateConditionComponents(), ActionInjectTarget::CreateConditionComponents(), ActionStopEngine::CreateConditionComponents(), ActionStopEngineBoat::CreateConditionComponents(), ActionSwitchSeats::CreateConditionComponents(), FirearmActionAttachMagazineQuick::CreateConditionComponents(), FirearmActionDetachMagazine_Old::CreateConditionComponents(), FirearmActionLoadMultiBulletQuick::CreateConditionComponents(), FirearmActionLoadMultiBulletRadial::CreateConditionComponents(), FirearmActionMechanicManipulate::CreateConditionComponents() и FirearmActionUnjam::CreateConditionComponents().

◆ m_FullBody

bool m_FullBody
protected

Используется в ActionBase(), ActionBreakLongWoodenStick::ActionBreakLongWoodenStick(), ActionBuildPart::ActionBuildPart(), ActionBuildPartSwitch::ActionBuildPartSwitch(), ActionBuildShelter::ActionBuildShelter(), ActionBuryBody::ActionBuryBody(), ActionCheckPulseTarget::ActionCheckPulseTarget(), ActionClapBearTrapWithThisItem::ActionClapBearTrapWithThisItem(), ActionCollectBloodSelf::ActionCollectBloodSelf(), ActionCollectBloodTarget::ActionCollectBloodTarget(), ActionCollectSampleSelf::ActionCollectSampleSelf(), ActionCollectSampleTarget::ActionCollectSampleTarget(), ActionCookOnStick::ActionCookOnStick(), ActionCPR::ActionCPR(), ActionCraft::ActionCraft(), ActionCraftBolts::ActionCraftBolts(), ActionCraftBoltsFeather::ActionCraftBoltsFeather(), ActionCraftBoneKnife::ActionCraftBoneKnife(), ActionCraftBoneKnifeEnv::ActionCraftBoneKnifeEnv(), ActionCraftImprovisedEyePatch::ActionCraftImprovisedEyePatch(), ActionCraftImprovisedFaceCover::ActionCraftImprovisedFaceCover(), ActionCraftImprovisedFeetCover::ActionCraftImprovisedFeetCover(), ActionCraftImprovisedHandsCover::ActionCraftImprovisedHandsCover(), ActionCraftImprovisedHeadCover::ActionCraftImprovisedHeadCover(), ActionCraftImprovisedLegsCover::ActionCraftImprovisedLegsCover(), ActionCraftImprovisedTorsoCover::ActionCraftImprovisedTorsoCover(), ActionCraftRopeBelt::ActionCraftRopeBelt(), ActionCraftStoneKnifeEnv::ActionCraftStoneKnifeEnv(), ActionCreateGreenhouseGardenPlot::ActionCreateGreenhouseGardenPlot(), ActionDeconstructShelter::ActionDeconstructShelter(), ActionDefibrilateSelf::ActionDefibrilateSelf(), ActionDefibrilateTarget::ActionDefibrilateTarget(), ActionDeployBase::ActionDeployBase(), ActionDestroyCombinationLock::ActionDestroyCombinationLock(), ActionDestroyPart::ActionDestroyPart(), ActionDigInStash::ActionDigInStash(), ActionDigWorms::ActionDigWorms(), ActionDisinfectPlant::ActionDisinfectPlant(), ActionDisinfectTarget::ActionDisinfectTarget(), ActionDismantleGardenPlot::ActionDismantleGardenPlot(), ActionDismantlePart::ActionDismantlePart(), ActionEmptyBottleBase::ActionEmptyBottleBase(), ActionEmptySeedsPack::ActionEmptySeedsPack(), ActionFertilizeSlot::ActionFertilizeSlot(), ActionFillBottleBase::ActionFillBottleBase(), ActionFillBottleSnow::ActionFillBottleSnow(), ActionFillBrakes::ActionFillBrakes(), ActionFillCoolant::ActionFillCoolant(), ActionFillFuel::ActionFillFuel(), ActionFillGeneratorTank::ActionFillGeneratorTank(), ActionFillObject::ActionFillObject(), ActionFillOil::ActionFillOil(), ActionFishingNew::ActionFishingNew(), ActionGiveBloodSelf::ActionGiveBloodSelf(), ActionGiveBloodTarget::ActionGiveBloodTarget(), ActionGiveSalineSelf::ActionGiveSalineSelf(), ActionGiveSalineTarget::ActionGiveSalineTarget(), ActionHandcuffTarget::ActionHandcuffTarget(), ActionIgniteFireplaceByAir::ActionIgniteFireplaceByAir(), ActionInjectSelf::ActionInjectSelf(), ActionInjectTarget::ActionInjectTarget(), ActionLockAttachment::ActionLockAttachment(), ActionLockDoors::ActionLockDoors(), ActionLowerFlag::ActionLowerFlag(), ActionMeasureTemperatureTarget::ActionMeasureTemperatureTarget(), ActionMineBush::ActionMineBush(), ActionMineBushByHand::ActionMineBushByHand(), ActionMineRock::ActionMineRock(), ActionMineRock1H::ActionMineRock1H(), ActionMountBarbedWire::ActionMountBarbedWire(), ActionPickBerry::ActionPickBerry(), ActionPlantSeed::ActionPlantSeed(), ActionPushBoat::ActionPushBoat(), ActionPushCar::ActionPushCar(), ActionRaiseFlag::ActionRaiseFlag(), ActionReadPaper::ActionReadPaper(), ActionRepackTent::ActionRepackTent(), ActionRepairBoatChassis::ActionRepairBoatChassis(), ActionRepairCarChassis::ActionRepairCarChassis(), ActionRepairCarPart::ActionRepairCarPart(), ActionRepairPart::ActionRepairPart(), ActionRepairShelter::ActionRepairShelter(), ActionRepairTent::ActionRepairTent(), ActionRepairTentPart::ActionRepairTentPart(), ActionRestrainSelf::ActionRestrainSelf(), ActionRestrainTarget::ActionRestrainTarget(), ActionSawPlanks::ActionSawPlanks(), ActionShave::ActionShave(), ActionShaveTarget::ActionShaveTarget(), ActionSplintSelf::ActionSplintSelf(), ActionSplintTarget::ActionSplintTarget(), ActionStripCarrierVest::ActionStripCarrierVest(), ActionTestBloodTarget::ActionTestBloodTarget(), ActionUncoverHeadTarget::ActionUncoverHeadTarget(), ActionUnlockDoors::ActionUnlockDoors(), ActionUnmountBarbedWire::ActionUnmountBarbedWire(), ActionUnrestrainTarget::ActionUnrestrainTarget(), ActionUnrestrainTargetHands::ActionUnrestrainTargetHands(), ActionUpgradeTorchFromGasPump::ActionUpgradeTorchFromGasPump(), ActionWashHandsItemContinuous::ActionWashHandsItemContinuous(), ActionWaterGardenSlot::ActionWaterGardenSlot(), ActionWaterPlant::ActionWaterPlant(), ActionWorldCraft::ActionWorldCraft(), ActionWringClothes::ActionWringClothes(), ActionWritePaper::ActionWritePaper() и IsFullBody().

◆ m_Input

ActionInput m_Input
protected

Используется в ActionBase(), GetInput() и SetInput().

◆ m_LockTargetOnUse

◆ m_MessageParam

ref Param1<string> m_MessageParam
protected

Используется в ActionBase() и SendMessageToClient().

◆ m_RefreshReservationTimerValue

int m_RefreshReservationTimerValue = 140
protected

◆ m_Sound

string m_Sound
protected

Используется в ActionBase(), ActionCraft::ActionCraft() и PlayActionSound().

◆ m_Sounds

ref TStringArray m_Sounds
protected

Используется в ActionBase() и PlayActionSound().

◆ m_SpecialtyWeight

float m_SpecialtyWeight
protected

Используется в ActionBreakLongWoodenStick::ActionBreakLongWoodenStick(), ActionBuildPart::ActionBuildPart(), ActionBurnSewSelf::ActionBurnSewSelf(), ActionBurnSewTarget::ActionBurnSewTarget(), ActionBuryBody::ActionBuryBody(), ActionCheckPulseTarget::ActionCheckPulseTarget(), ActionCollectBloodSelf::ActionCollectBloodSelf(), ActionCollectBloodTarget::ActionCollectBloodTarget(), ActionCollectSampleSelf::ActionCollectSampleSelf(), ActionCollectSampleTarget::ActionCollectSampleTarget(), ActionCookOnStick::ActionCookOnStick(), ActionCoverHeadSelf::ActionCoverHeadSelf(), ActionCoverHeadTarget::ActionCoverHeadTarget(), ActionCPR::ActionCPR(), ActionCraftBolts::ActionCraftBolts(), ActionCraftBoltsFeather::ActionCraftBoltsFeather(), ActionCraftBoneKnife::ActionCraftBoneKnife(), ActionCraftBoneKnifeEnv::ActionCraftBoneKnifeEnv(), ActionCraftImprovisedEyePatch::ActionCraftImprovisedEyePatch(), ActionCraftImprovisedFaceCover::ActionCraftImprovisedFaceCover(), ActionCraftImprovisedFeetCover::ActionCraftImprovisedFeetCover(), ActionCraftImprovisedHandsCover::ActionCraftImprovisedHandsCover(), ActionCraftImprovisedHeadCover::ActionCraftImprovisedHeadCover(), ActionCraftImprovisedLegsCover::ActionCraftImprovisedLegsCover(), ActionCraftImprovisedTorsoCover::ActionCraftImprovisedTorsoCover(), ActionCraftRopeBelt::ActionCraftRopeBelt(), ActionCraftStoneKnifeEnv::ActionCraftStoneKnifeEnv(), ActionCreateGreenhouseGardenPlot::ActionCreateGreenhouseGardenPlot(), ActionCreateIndoorFireplace::ActionCreateIndoorFireplace(), ActionCreateIndoorOven::ActionCreateIndoorOven(), ActionDeconstructShelter::ActionDeconstructShelter(), ActionDefibrilateSelf::ActionDefibrilateSelf(), ActionDefibrilateTarget::ActionDefibrilateTarget(), ActionDeployBase::ActionDeployBase(), ActionDestroyCombinationLock::ActionDestroyCombinationLock(), ActionDestroyPart::ActionDestroyPart(), ActionDigInStash::ActionDigInStash(), ActionDigWorms::ActionDigWorms(), ActionDisinfectPlant::ActionDisinfectPlant(), ActionDisinfectPlantBit::ActionDisinfectPlantBit(), ActionDisinfectTarget::ActionDisinfectTarget(), ActionDismantleGardenPlot::ActionDismantleGardenPlot(), ActionDismantlePart::ActionDismantlePart(), ActionDrainLiquid::ActionDrainLiquid(), ActionEmptyBottleBase::ActionEmptyBottleBase(), ActionFertilizeSlot::ActionFertilizeSlot(), ActionFillBottleBase::ActionFillBottleBase(), ActionFillBottleSnow::ActionFillBottleSnow(), ActionFillBrakes::ActionFillBrakes(), ActionFillCoolant::ActionFillCoolant(), ActionFillFuel::ActionFillFuel(), ActionFillGeneratorTank::ActionFillGeneratorTank(), ActionFillObject::ActionFillObject(), ActionFillOil::ActionFillOil(), ActionFishingNew::ActionFishingNew(), ActionFoldObject::ActionFoldObject(), ActionGagSelf::ActionGagSelf(), ActionGagTarget::ActionGagTarget(), ActionGiveBloodSelf::ActionGiveBloodSelf(), ActionGiveBloodTarget::ActionGiveBloodTarget(), ActionGiveSalineSelf::ActionGiveSalineSelf(), ActionGiveSalineTarget::ActionGiveSalineTarget(), ActionHandcuffTarget::ActionHandcuffTarget(), ActionHarvestCrops::ActionHarvestCrops(), ActionIgniteFireplaceByAir::ActionIgniteFireplaceByAir(), ActionInjectSelf::ActionInjectSelf(), ActionInjectTarget::ActionInjectTarget(), ActionLockAttachment::ActionLockAttachment(), ActionLockDoors::ActionLockDoors(), ActionMeasureTemperatureSelf::ActionMeasureTemperatureSelf(), ActionMeasureTemperatureTarget::ActionMeasureTemperatureTarget(), ActionMineBush::ActionMineBush(), ActionMineBushByHand::ActionMineBushByHand(), ActionMineRock::ActionMineRock(), ActionMineRock1H::ActionMineRock1H(), ActionMountBarbedWire::ActionMountBarbedWire(), ActionPackGift::ActionPackGift(), ActionPickBerry::ActionPickBerry(), ActionPlaceFireplaceIndoor::ActionPlaceFireplaceIndoor(), ActionPlaceFireplaceIntoBarrel::ActionPlaceFireplaceIntoBarrel(), ActionPlaceOvenIndoor::ActionPlaceOvenIndoor(), ActionPlantSeed::ActionPlantSeed(), ActionPourLiquid::ActionPourLiquid(), ActionRepackTent::ActionRepackTent(), ActionRepairCarChassis::ActionRepairCarChassis(), ActionRepairCarPart::ActionRepairCarPart(), ActionRepairPart::ActionRepairPart(), ActionRepairShelter::ActionRepairShelter(), ActionRepairTent::ActionRepairTent(), ActionRepairTentPart::ActionRepairTentPart(), ActionRepairWithToolFromHands::ActionRepairWithToolFromHands(), ActionRestrainSelf::ActionRestrainSelf(), ActionRestrainTarget::ActionRestrainTarget(), ActionSawPlanks::ActionSawPlanks(), ActionSetAlarmClock::ActionSetAlarmClock(), ActionSetKitchenTimer::ActionSetKitchenTimer(), ActionShave::ActionShave(), ActionShaveTarget::ActionShaveTarget(), ActionSortAmmoPile::ActionSortAmmoPile(), ActionSplintSelf::ActionSplintSelf(), ActionSplintTarget::ActionSplintTarget(), ActionStripCarrierVest::ActionStripCarrierVest(), ActionSwitchSeats::ActionSwitchSeats(), ActionTransferLiquid::ActionTransferLiquid(), ActionUnmountBarbedWire::ActionUnmountBarbedWire(), ActionUnpackBox::ActionUnpackBox(), ActionUnpackGift::ActionUnpackGift(), ActionUnrestrainTarget::ActionUnrestrainTarget(), ActionUpgradeTorchFromGasPump::ActionUpgradeTorchFromGasPump(), ActionUseRangefinder::ActionUseRangefinder(), ActionWaterGardenSlot::ActionWaterGardenSlot(), ActionWaterPlant::ActionWaterPlant(), ActionWringClothes::ActionWringClothes(), GetSpecialtyWeight(), ActionCollectBloodSelf::OnEndServer(), ActionCollectBloodTarget::OnEndServer(), ActionCollectSampleSelf::OnEndServer(), ActionCollectSampleTarget::OnEndServer(), ActionRepairPart::OnFinishProgressServer(), ActionRepairShelter::OnFinishProgressServer() и ActionRepairTent::OnFinishProgressServer().

◆ m_StanceMask

int m_StanceMask
protected

Используется в ActionAnimateCarSelection::ActionAnimateCarSelection(), ActionBase(), ActionBreakLongWoodenStick::ActionBreakLongWoodenStick(), ActionBuildPart::ActionBuildPart(), ActionBuildPartSwitch::ActionBuildPartSwitch(), ActionBuildShelter::ActionBuildShelter(), ActionBuryBody::ActionBuryBody(), ActionCarDoors::ActionCarDoors(), ActionCarDoorsOutside::ActionCarDoorsOutside(), ActionCarHornLong::ActionCarHornLong(), ActionCheckPulse::ActionCheckPulse(), ActionCheckPulseTarget::ActionCheckPulseTarget(), ActionClapBearTrapWithThisItem::ActionClapBearTrapWithThisItem(), ActionCloseBarrel::ActionCloseBarrel(), ActionCloseBarrelHoles::ActionCloseBarrelHoles(), ActionCloseDoors::ActionCloseDoors(), ActionCloseFence::ActionCloseFence(), ActionCollectBloodSelf::ActionCollectBloodSelf(), ActionCollectBloodTarget::ActionCollectBloodTarget(), ActionCollectSampleSelf::ActionCollectSampleSelf(), ActionCollectSampleTarget::ActionCollectSampleTarget(), ActionCookOnStick::ActionCookOnStick(), ActionCoverHeadSelf::ActionCoverHeadSelf(), ActionCoverHeadTarget::ActionCoverHeadTarget(), ActionCPR::ActionCPR(), ActionCraft::ActionCraft(), ActionCraftBolts::ActionCraftBolts(), ActionCraftBoltsFeather::ActionCraftBoltsFeather(), ActionCraftBoneKnife::ActionCraftBoneKnife(), ActionCraftBoneKnifeEnv::ActionCraftBoneKnifeEnv(), ActionCraftImprovisedEyePatch::ActionCraftImprovisedEyePatch(), ActionCraftImprovisedFaceCover::ActionCraftImprovisedFaceCover(), ActionCraftImprovisedFeetCover::ActionCraftImprovisedFeetCover(), ActionCraftImprovisedHandsCover::ActionCraftImprovisedHandsCover(), ActionCraftImprovisedHeadCover::ActionCraftImprovisedHeadCover(), ActionCraftImprovisedLegsCover::ActionCraftImprovisedLegsCover(), ActionCraftImprovisedTorsoCover::ActionCraftImprovisedTorsoCover(), ActionCraftRopeBelt::ActionCraftRopeBelt(), ActionCraftStoneKnifeEnv::ActionCraftStoneKnifeEnv(), ActionCreateGreenhouseGardenPlot::ActionCreateGreenhouseGardenPlot(), ActionCreateIndoorFireplace::ActionCreateIndoorFireplace(), ActionCreateIndoorOven::ActionCreateIndoorOven(), ActionDeconstructShelter::ActionDeconstructShelter(), ActionDestroyCombinationLock::ActionDestroyCombinationLock(), ActionDestroyPart::ActionDestroyPart(), ActionDigInStash::ActionDigInStash(), ActionDigWorms::ActionDigWorms(), ActionDismantleGardenPlot::ActionDismantleGardenPlot(), ActionDismantlePart::ActionDismantlePart(), ActionEmptyBottleBase::ActionEmptyBottleBase(), ActionEnterLadder::ActionEnterLadder(), ActionFertilizeSlot::ActionFertilizeSlot(), ActionFillBottleBase::ActionFillBottleBase(), ActionFillBrakes::ActionFillBrakes(), ActionFillCoolant::ActionFillCoolant(), ActionFillFuel::ActionFillFuel(), ActionFillGeneratorTank::ActionFillGeneratorTank(), ActionFillObject::ActionFillObject(), ActionFillOil::ActionFillOil(), ActionFishingNew::ActionFishingNew(), ActionGagSelf::ActionGagSelf(), ActionGagTarget::ActionGagTarget(), ActionGetInTransport::ActionGetInTransport(), ActionGetOutTransport::ActionGetOutTransport(), ActionGiveBloodSelf::ActionGiveBloodSelf(), ActionGiveBloodTarget::ActionGiveBloodTarget(), ActionGiveSalineSelf::ActionGiveSalineSelf(), ActionGiveSalineTarget::ActionGiveSalineTarget(), ActionHandcuffTarget::ActionHandcuffTarget(), ActionIgniteFireplaceByAir::ActionIgniteFireplaceByAir(), ActionInjectSelf::ActionInjectSelf(), ActionInjectTarget::ActionInjectTarget(), ActionLockAttachment::ActionLockAttachment(), ActionLockDoors::ActionLockDoors(), ActionLowerFlag::ActionLowerFlag(), ActionMeasureTemperatureTarget::ActionMeasureTemperatureTarget(), ActionMountBarbedWire::ActionMountBarbedWire(), ActionOpenBarrel::ActionOpenBarrel(), ActionOpenBarrelHoles::ActionOpenBarrelHoles(), ActionOpenDoors::ActionOpenDoors(), ActionOpenFence::ActionOpenFence(), ActionOperatePanel::ActionOperatePanel(), ActionPackGift::ActionPackGift(), ActionPlaceFireplaceIndoor::ActionPlaceFireplaceIndoor(), ActionPlaceFireplaceIntoBarrel::ActionPlaceFireplaceIntoBarrel(), ActionPlaceOvenIndoor::ActionPlaceOvenIndoor(), ActionPullBodyFromTransport::ActionPullBodyFromTransport(), ActionRaiseFlag::ActionRaiseFlag(), ActionReadPaper::ActionReadPaper(), ActionRefuelTorch::ActionRefuelTorch(), ActionRepackTent::ActionRepackTent(), ActionRepairCarPart::ActionRepairCarPart(), ActionRepairTent::ActionRepairTent(), ActionRepairTentPart::ActionRepairTentPart(), ActionRepositionPluggedItem::ActionRepositionPluggedItem(), ActionRestrainSelf::ActionRestrainSelf(), ActionRestrainTarget::ActionRestrainTarget(), ActionSawPlanks::ActionSawPlanks(), ActionShave::ActionShave(), ActionShaveTarget::ActionShaveTarget(), ActionSplintSelf::ActionSplintSelf(), ActionStopEngine::ActionStopEngine(), ActionStopEngineBoat::ActionStopEngineBoat(), ActionStripCarrierVest::ActionStripCarrierVest(), ActionSwitchLights::ActionSwitchLights(), ActionSwitchSeats::ActionSwitchSeats(), ActionTakeFireplaceFromBarrel::ActionTakeFireplaceFromBarrel(), ActionTakeFireplaceIndoor::ActionTakeFireplaceIndoor(), ActionTakeOvenIndoor::ActionTakeOvenIndoor(), ActionTestBloodTarget::ActionTestBloodTarget(), ActionTuneFrequencyOnGround::ActionTuneFrequencyOnGround(), ActionTurnOffTransmitterOnGround::ActionTurnOffTransmitterOnGround(), ActionTurnOffWhileOnGround::ActionTurnOffWhileOnGround(), ActionTurnOnTransmitterOnGround::ActionTurnOnTransmitterOnGround(), ActionTurnOnWhileOnGround::ActionTurnOnWhileOnGround(), ActionUngagSelf::ActionUngagSelf(), ActionUngagTarget::ActionUngagTarget(), ActionUnlockDoors::ActionUnlockDoors(), ActionUnpackGift::ActionUnpackGift(), ActionUnrestrainTarget::ActionUnrestrainTarget(), ActionUnrestrainTargetHands::ActionUnrestrainTargetHands(), ActionUpgradeTorchFromGasPump::ActionUpgradeTorchFromGasPump(), ActionUseUndergroundLever::ActionUseUndergroundLever(), ActionUseUndergroundPanel::ActionUseUndergroundPanel(), ActionWashHandsItem::ActionWashHandsItem(), ActionWashHandsItemContinuous::ActionWashHandsItemContinuous(), ActionWorldCraft::ActionWorldCraft(), ActionWorldFlagActionSwitch::ActionWorldFlagActionSwitch(), ActionWorldLiquidActionSwitch::ActionWorldLiquidActionSwitch(), ActionWringClothes::ActionWringClothes(), ActionWritePaper::ActionWritePaper(), GetStanceMask() и ActionFillBottleBase::SetupStance().

◆ m_Text

string m_Text
protected

Используется в ActionAnimateCarSelection::ActionAnimateCarSelection(), ActionAnimateSeats::ActionAnimateSeats(), ActionAttachOnSelection::ActionAttachOnSelection(), ActionAttachPowerSourceToPanel::ActionAttachPowerSourceToPanel(), ActionAttachToConstruction::ActionAttachToConstruction(), ActionBase(), ActionBreakLongWoodenStick::ActionBreakLongWoodenStick(), ActionBuildPart::ActionBuildPart(), ActionBuildPartSwitch::ActionBuildPartSwitch(), ActionBuildShelter::ActionBuildShelter(), ActionBurnSewSelf::ActionBurnSewSelf(), ActionBurnSewTarget::ActionBurnSewTarget(), ActionBuryBody::ActionBuryBody(), ActionCheckPulse::ActionCheckPulse(), ActionCheckPulseTarget::ActionCheckPulseTarget(), ActionClapBearTrapWithThisItem::ActionClapBearTrapWithThisItem(), ActionClose::ActionClose(), ActionCloseBarrel::ActionCloseBarrel(), ActionCloseBarrelHoles::ActionCloseBarrelHoles(), ActionCloseCarDoors::ActionCloseCarDoors(), ActionCloseCarDoorsOutside::ActionCloseCarDoorsOutside(), ActionCloseDoors::ActionCloseDoors(), ActionCloseFence::ActionCloseFence(), ActionCollectBloodSelf::ActionCollectBloodSelf(), ActionCollectBloodTarget::ActionCollectBloodTarget(), ActionCollectSampleSelf::ActionCollectSampleSelf(), ActionCollectSampleTarget::ActionCollectSampleTarget(), ActionConsume::ActionConsume(), ActionConsumeSingle::ActionConsumeSingle(), ActionCookOnStick::ActionCookOnStick(), ActionCoverHeadSelf::ActionCoverHeadSelf(), ActionCoverHeadTarget::ActionCoverHeadTarget(), ActionCPR::ActionCPR(), ActionCraft::ActionCraft(), ActionCraftBolts::ActionCraftBolts(), ActionCraftBoltsFeather::ActionCraftBoltsFeather(), ActionCraftBoneKnife::ActionCraftBoneKnife(), ActionCraftBoneKnifeEnv::ActionCraftBoneKnifeEnv(), ActionCraftImprovisedEyePatch::ActionCraftImprovisedEyePatch(), ActionCraftImprovisedFaceCover::ActionCraftImprovisedFaceCover(), ActionCraftImprovisedFeetCover::ActionCraftImprovisedFeetCover(), ActionCraftImprovisedHandsCover::ActionCraftImprovisedHandsCover(), ActionCraftImprovisedHeadCover::ActionCraftImprovisedHeadCover(), ActionCraftImprovisedLegsCover::ActionCraftImprovisedLegsCover(), ActionCraftImprovisedTorsoCover::ActionCraftImprovisedTorsoCover(), ActionCraftRopeBelt::ActionCraftRopeBelt(), ActionCraftStoneKnifeEnv::ActionCraftStoneKnifeEnv(), ActionCreateGreenhouseGardenPlot::ActionCreateGreenhouseGardenPlot(), ActionCreateIndoorFireplace::ActionCreateIndoorFireplace(), ActionCreateIndoorOven::ActionCreateIndoorOven(), ActionDeconstructShelter::ActionDeconstructShelter(), ActionDefibrilateSelf::ActionDefibrilateSelf(), ActionDefibrilateTarget::ActionDefibrilateTarget(), ActionDeployBase::ActionDeployBase(), ActionDestroyCombinationLock::ActionDestroyCombinationLock(), ActionDestroyPart::ActionDestroyPart(), ActionDetachFromTarget::ActionDetachFromTarget(), ActionDetachPowerSourceFromPanel::ActionDetachPowerSourceFromPanel(), ActionDigInStash::ActionDigInStash(), ActionDigWorms::ActionDigWorms(), ActionDisinfectPlant::ActionDisinfectPlant(), ActionDisinfectPlantBit::ActionDisinfectPlantBit(), ActionDisinfectTarget::ActionDisinfectTarget(), ActionDismantleGardenPlot::ActionDismantleGardenPlot(), ActionDismantlePart::ActionDismantlePart(), ActionDrainLiquid::ActionDrainLiquid(), ActionDrink::ActionDrink(), ActionDrinkCan::ActionDrinkCan(), ActionDummyContinuousRelease::ActionDummyContinuousRelease(), ActionEatBig::ActionEatBig(), ActionEatPillFromBottle::ActionEatPillFromBottle(), ActionEatTabletFromWrapper::ActionEatTabletFromWrapper(), ActionEmptyBottleBase::ActionEmptyBottleBase(), ActionEmptyMagazine::ActionEmptyMagazine(), ActionEmptySeedsPack::ActionEmptySeedsPack(), ActionEnterLadder::ActionEnterLadder(), ActionExitLadder::ActionExitLadder(), ActionFertilizeSlot::ActionFertilizeSlot(), ActionFillBottleBase::ActionFillBottleBase(), ActionFillBottleSnow::ActionFillBottleSnow(), ActionFillBrakes::ActionFillBrakes(), ActionFillCoolant::ActionFillCoolant(), ActionFillFuel::ActionFillFuel(), ActionFillGeneratorTank::ActionFillGeneratorTank(), ActionFillOil::ActionFillOil(), ActionFishingNew::ActionFishingNew(), ActionFoldMap::ActionFoldMap(), ActionFoldObject::ActionFoldObject(), ActionGagSelf::ActionGagSelf(), ActionGagTarget::ActionGagTarget(), ActionGetInTransport::ActionGetInTransport(), ActionGetOutTransport::ActionGetOutTransport(), ActionGiveBloodSelf::ActionGiveBloodSelf(), ActionGiveBloodTarget::ActionGiveBloodTarget(), ActionGiveSalineSelf::ActionGiveSalineSelf(), ActionGiveSalineTarget::ActionGiveSalineTarget(), ActionHandcuffTarget::ActionHandcuffTarget(), ActionIgniteFireplaceByAir::ActionIgniteFireplaceByAir(), ActionInjectSelf::ActionInjectSelf(), ActionInjectTarget::ActionInjectTarget(), ActionITest::ActionITest(), ActionLoadMagazine::ActionLoadMagazine(), ActionLockDoors::ActionLockDoors(), ActionLowerFlag::ActionLowerFlag(), ActionMeasureBattery::ActionMeasureBattery(), ActionMeasureTemperatureSelf::ActionMeasureTemperatureSelf(), ActionMeasureTemperatureTarget::ActionMeasureTemperatureTarget(), ActionMountBarbedWire::ActionMountBarbedWire(), ActionNextCombinationLockDial::ActionNextCombinationLockDial(), ActionNextCombinationLockDialOnTarget::ActionNextCombinationLockDialOnTarget(), ActionOpen::ActionOpen(), ActionOpenBarrel::ActionOpenBarrel(), ActionOpenBarrelHoles::ActionOpenBarrelHoles(), ActionOpenCarDoors::ActionOpenCarDoors(), ActionOpenCarDoorsOutside::ActionOpenCarDoorsOutside(), ActionOpenDoors::ActionOpenDoors(), ActionOpenFence::ActionOpenFence(), ActionOperatePanel::ActionOperatePanel(), ActionPackGift::ActionPackGift(), ActionPickBerry::ActionPickBerry(), ActionPickupChicken::ActionPickupChicken(), ActionPlaceFireplaceIndoor::ActionPlaceFireplaceIndoor(), ActionPlaceFireplaceIntoBarrel::ActionPlaceFireplaceIntoBarrel(), ActionPlaceOnGround::ActionPlaceOnGround(), ActionPlaceOvenIndoor::ActionPlaceOvenIndoor(), ActionPlantSeed::ActionPlantSeed(), ActionPlugIn::ActionPlugIn(), ActionPlugIntoFence::ActionPlugIntoFence(), ActionPlugTargetIntoThis::ActionPlugTargetIntoThis(), ActionPourLiquid::ActionPourLiquid(), ActionPullBodyFromTransport::ActionPullBodyFromTransport(), ActionPullOutPlug::ActionPullOutPlug(), ActionPushBoat::ActionPushBoat(), ActionPushCar::ActionPushCar(), ActionRaiseFlag::ActionRaiseFlag(), ActionReadPaper::ActionReadPaper(), ActionRefuelTorch::ActionRefuelTorch(), ActionRemovePlant::ActionRemovePlant(), ActionRemoveSeed::ActionRemoveSeed(), ActionRepackTent::ActionRepackTent(), ActionRepairBoatChassis::ActionRepairBoatChassis(), ActionRepairCarChassis::ActionRepairCarChassis(), ActionRepairCarPart::ActionRepairCarPart(), ActionRepairPart::ActionRepairPart(), ActionRepairTent::ActionRepairTent(), ActionRepairTentPart::ActionRepairTentPart(), ActionRepairWithToolFromHands::ActionRepairWithToolFromHands(), ActionRepositionPluggedItem::ActionRepositionPluggedItem(), ActionRestrainSelf::ActionRestrainSelf(), ActionRestrainTarget::ActionRestrainTarget(), ActionSawPlanks::ActionSawPlanks(), ActionSetAlarmClock::ActionSetAlarmClock(), ActionSetKitchenTimer::ActionSetKitchenTimer(), ActionShave::ActionShave(), ActionShaveTarget::ActionShaveTarget(), ActionSortAmmoPile::ActionSortAmmoPile(), ActionSplintSelf::ActionSplintSelf(), ActionSplintTarget::ActionSplintTarget(), ActionStopEngine::ActionStopEngine(), ActionStopEngineBoat::ActionStopEngineBoat(), ActionStripCarrierVest::ActionStripCarrierVest(), ActionSwitchLights::ActionSwitchLights(), ActionSwitchSeats::ActionSwitchSeats(), ActionTakeABite::ActionTakeABite(), ActionTakeArrow::ActionTakeArrow(), ActionTakeArrowToHands::ActionTakeArrowToHands(), ActionTakeASip::ActionTakeASip(), ActionTakeFireplaceFromBarrel::ActionTakeFireplaceFromBarrel(), ActionTakeFireplaceIndoor::ActionTakeFireplaceIndoor(), ActionTakeHybridAttachment::ActionTakeHybridAttachment(), ActionTakeHybridAttachmentToHands::ActionTakeHybridAttachmentToHands(), ActionTakeItem::ActionTakeItem(), ActionTakeItemToHands::ActionTakeItemToHands(), ActionTakeMaterialToHands::ActionTakeMaterialToHands(), ActionTakeMaterialToHandsSwitch::ActionTakeMaterialToHandsSwitch(), ActionTakeOvenIndoor::ActionTakeOvenIndoor(), ActionTestBloodTarget::ActionTestBloodTarget(), ActionToggleNVMode::ActionToggleNVMode(), ActionTogglePlaceObject::ActionTogglePlaceObject(), ActionToggleTentOpen::ActionToggleTentOpen(), ActionTriggerRemotely::ActionTriggerRemotely(), ActionTuneFrequencyOnGround::ActionTuneFrequencyOnGround(), ActionTurnOffPowerGenerator::ActionTurnOffPowerGenerator(), ActionTurnOffSpotlight::ActionTurnOffSpotlight(), ActionTurnOffTransmitterOnGround::ActionTurnOffTransmitterOnGround(), ActionTurnOffWeaponFlashlight::ActionTurnOffWeaponFlashlight(), ActionTurnOffWhileInHands::ActionTurnOffWhileInHands(), ActionTurnOffWhileOnGround::ActionTurnOffWhileOnGround(), ActionTurnOnChemlight::ActionTurnOnChemlight(), ActionTurnOnHeatpack::ActionTurnOnHeatpack(), ActionTurnOnPowerGenerator::ActionTurnOnPowerGenerator(), ActionTurnOnSpotlight::ActionTurnOnSpotlight(), ActionTurnOnTransmitterOnGround::ActionTurnOnTransmitterOnGround(), ActionTurnOnWeaponFlashlight::ActionTurnOnWeaponFlashlight(), ActionTurnOnWhileInHands::ActionTurnOnWhileInHands(), ActionTurnOnWhileOnGround::ActionTurnOnWhileOnGround(), ActionUncoverHeadTarget::ActionUncoverHeadTarget(), ActionUnfoldBandana::ActionUnfoldBandana(), ActionUngagSelf::ActionUngagSelf(), ActionUngagTarget::ActionUngagTarget(), ActionUnlockDoors::ActionUnlockDoors(), ActionUnmountBarbedWire::ActionUnmountBarbedWire(), ActionUnpackBox::ActionUnpackBox(), ActionUnpackGift::ActionUnpackGift(), ActionUnplugThisByCord::ActionUnplugThisByCord(), ActionUnrestrainSelf::ActionUnrestrainSelf(), ActionUnrestrainTarget::ActionUnrestrainTarget(), ActionUnrestrainTargetHands::ActionUnrestrainTargetHands(), ActionUpgradeTorchFromGasPump::ActionUpgradeTorchFromGasPump(), ActionUseRangefinder::ActionUseRangefinder(), ActionUseUndergroundLever::ActionUseUndergroundLever(), ActionUseUndergroundPanel::ActionUseUndergroundPanel(), ActionViewCompass::ActionViewCompass(), ActionViewOptics::ActionViewOptics(), ActionWashHandsItem::ActionWashHandsItem(), ActionWashHandsItemContinuous::ActionWashHandsItemContinuous(), ActionWaterGardenSlot::ActionWaterGardenSlot(), ActionWaterPlant::ActionWaterPlant(), ActionWorldCraftCancel::ActionWorldCraftCancel(), ActionWorldCraftSwitch::ActionWorldCraftSwitch(), ActionWringClothes::ActionWringClothes(), ActionWritePaper::ActionWritePaper(), ActionZoomIn::ActionZoomIn(), ActionZoomOut::ActionZoomOut(), ActionHandsPartSwitch::CreateConditionComponents(), ActionInsertSparkplug::CreateConditionComponents(), FirearmActionAttachMagazine::FirearmActionAttachMagazine(), FirearmActionLoadMultiBullet::FirearmActionLoadMultiBullet(), GetText(), ActionBuildPart::OnActionInfoUpdate(), ActionDestroyPart::OnActionInfoUpdate(), ActionDismantlePart::OnActionInfoUpdate(), ActionFillObject::OnActionInfoUpdate(), ActionLockAttachment::OnActionInfoUpdate(), ActionMineBase::OnActionInfoUpdate(), ActionRepairPart::OnActionInfoUpdate(), ActionViewBinoculars::OnActionInfoUpdate(), ActionWorldCraft::OnActionInfoUpdate(), ActionBuildShelter::OnActionInfoUpdate(), ActionHarvestCrops::OnActionInfoUpdate(), ActionTakeMaterialToHands::OnActionInfoUpdate() и ActionTuneFrequencyOnGround::OnActionInfoUpdate().

◆ m_VariantID

◆ m_VariantManager

ref ActionVariantManager m_VariantManager
protected

Объявления и описания членов класса находятся в файле: