Dayz 1.25
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Файл ActionCarHorn.c

См. исходные тексты.

Структуры данных

class  ActionCarHornBase
 
class  CarHornActionData
 
class  ActionCarHornLong
 

Функции

CarHornActionData ActionData ActionCarHornShort ()
 
override bool HasTarget ()
 
override bool HasProgress ()
 
override bool CanBeUsedInVehicle ()
 
override bool UseMainItem ()
 
override void CreateConditionComponents ()
 
override GetInputType ()
 
override ActionData CreateActionData ()
 
override bool ActionCondition (PlayerBase player, ActionTarget target, ItemBase item)
 
override void OnUpdate (ActionData action_data)
 special case - manually ends the action on exec event
 
override void OnEndInput (ActionData action_data)
 
override void OnStart (ActionData action_data)
 sets the m_ActionNeeded flag on both sides
 
override void OnStartServer (ActionData action_data)
 
override void OnEndServer (ActionData action_data)
 
override void WriteToContext (ParamsWriteContext ctx, ActionData action_data)
 
override bool ReadFromContext (ParamsReadContext ctx, out ActionReciveData action_recive_data)
 
override void HandleReciveData (ActionReciveData action_recive_data, ActionData action_data)
 

Переменные

class ActionCarHornBase m_ActionNeedEnd
 
CarScript m_Car
 

Функции

◆ ActionCarHornShort()

CarHornActionData ActionData ActionCarHornShort ( )
68 {
69 m_CallbackClass = ActionCarHornShortCB;
70 m_CommandUID = DayZPlayerConstants.CMD_ACTIONMOD_TOOTHORN;
71 m_StanceMask = DayZPlayerConstants.STANCEMASK_ALL;
72 }
int m_StanceMask
Definition ActionBase.c:53
Definition EntityAI.c:95
DayZPlayerConstants
defined in C++
Definition dayzplayer.c:602

Используется в ActionConstructor::RegisterActions() и SetActions().

◆ ActionCondition()

override bool ActionCondition ( PlayerBase player,
ActionTarget target,
ItemBase item )
112 {
114 }
Definition ActionCarHorn.c:2
static bool ActionCondition(PlayerBase player)
Definition ActionCarHorn.c:3

Перекрестные ссылки ActionCarHornBase::ActionCondition().

◆ CanBeUsedInVehicle()

override bool CanBeUsedInVehicle ( )
85 {
86 return true;
87 }

◆ CreateActionData()

override ActionData CreateActionData ( )
106 {
108 return action_data;
109 }
Definition ActionBase.c:21
Definition ActionCarHorn.c:58

◆ CreateConditionComponents()

override void CreateConditionComponents ( )
95 {
98 }
ref CCIBase m_ConditionItem
Definition ActionBase.c:55
ref CCTBase m_ConditionTarget
Definition ActionBase.c:56
Definition CCINone.c:2
Definition CCTNone.c:2

Перекрестные ссылки m_ConditionItem и m_ConditionTarget.

◆ GetInputType()

override GetInputType ( )
101 {
103 }
void CarHornShortActionInput(PlayerBase player)
Definition ActionInput.c:738

Перекрестные ссылки CarHornShortActionInput().

◆ HandleReciveData()

override void HandleReciveData ( ActionReciveData action_recive_data,
ActionData action_data )

◆ HasProgress()

override bool HasProgress ( )
80 {
81 return false;
82 }

◆ HasTarget()

override bool HasTarget ( )
75 {
76 return false;
77 }

◆ OnEndInput()

override void OnEndInput ( ActionData action_data)
130 {
131 super.OnEndInput(action_data);
132
135 }
static void SetCarHornState(CarHornActionData pActionData, int pState)
Definition ActionCarHorn.c:28

Перекрестные ссылки ActionCarHornBase::SetCarHornState().

◆ OnEndServer()

override void OnEndServer ( ActionData action_data)

◆ OnStart()

override void OnStart ( ActionData action_data)

sets the m_ActionNeeded flag on both sides

139 {
140 super.OnStart(action_data);
141
143 carHornData.m_ActionNeedEnd = true;
144 carHornData.m_Car = CarScript.Cast(action_data.m_Player.GetCommand_Vehicle().GetTransport());
145 }
Definition CivilianSedan.c:2

◆ OnStartServer()

override void OnStartServer ( ActionData action_data)

Перекрестные ссылки ActionCarHornBase::SetCarHornState().

◆ OnUpdate()

override void OnUpdate ( ActionData action_data)

special case - manually ends the action on exec event

118 {
119 super.OnUpdate(action_data);
120
122 if (carHornData.m_WasExecuted && carHornData.m_ActionNeedEnd)
123 {
124 carHornData.m_Callback.SetCommand(DayZPlayerConstants.CMD_ACTIONINT_END);
125 carHornData.m_ActionNeedEnd = false;
126 }
127 }

◆ ReadFromContext()

override bool ReadFromContext ( ParamsReadContext ctx,
out ActionReciveData action_recive_data )
174 {
176 {
178 }
179
180 super.ReadFromContext(ctx, action_recive_data);
181
182 bool needUpdate;
183 if (!ctx.Read(needUpdate))
184 return false;
185
187 if (!ctx.Read(carScript))
188 return false;
189
191 carHornReceivedData.m_ActionNeedEnd = needUpdate;
193
194 return true;
195 }

◆ UseMainItem()

override bool UseMainItem ( )
90 {
91 return false;
92 }

◆ WriteToContext()

override void WriteToContext ( ParamsWriteContext ctx,
ActionData action_data )
164 {
165 super.WriteToContext(ctx, action_data);
166
168
169 ctx.Write(carHornData.m_ActionNeedEnd);
170 ctx.Write(carHornData.m_Car);
171 }

Переменные

◆ m_ActionNeedEnd

bool m_ActionNeedEnd

◆ m_Car

CarScript m_Car