DayZ 1.30
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◆ Obsolete() [1/2]

ActionCarHornShort ActionSingleUseBase Obsolete ( "replaced by ActionVehicleHornLong" )

special case - manually ends the action on exec event

См. определение в файле ActionCarHorn.c строка 55

215{
216 void ActionCarHornLong()
217 {
218 m_CommandUID = DayZPlayerConstants.CMD_ACTIONMOD_TOOTHORN;
219 m_StanceMask = DayZPlayerConstants.STANCEMASK_ALL;
220 }
221
222 override bool HasTarget()
223 {
224 return false;
225 }
226
227 override bool HasProgress()
228 {
229 return false;
230 }
231
232 override bool CanBeUsedInVehicle()
233 {
234 return true;
235 }
236
237 override typename GetInputType()
238 {
240 }
241
242 override bool UseMainItem()
243 {
244 return false;
245 }
246
247 override void CreateConditionComponents()
248 {
249 m_ConditionItem = new CCINone();
251 }
252
254 {
255 ActionData action_data = new CarHornActionData();
256 return action_data;
257 }
258
259 override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
260 {
261 return ActionCarHornBase.ActionCondition(player);
262 }
263
265 override void OnUpdate(ActionData action_data)
266 {
267 super.OnUpdate(action_data);
268
269 CarHornActionData carHornData = CarHornActionData.Cast(action_data);
270 if (carHornData.m_ReciveEndInput && carHornData.m_ActionNeedEnd)
271 {
272 carHornData.m_Callback.SetCommand(DayZPlayerConstants.CMD_ACTIONINT_END);
273 carHornData.m_ActionNeedEnd = false;
274 }
275 }
276
277 override void OnEndInput(ActionData action_data)
278 {
279 super.OnEndInput(action_data);
280
281 CarHornActionData carHornData = CarHornActionData.Cast(action_data);
282 ActionCarHornBase.SetCarHornState(carHornData, ECarHornState.OFF);
283
284 ActionContinuousBaseCB callback;
285 if (Class.CastTo(callback, action_data.m_Callback))
286 {
287 carHornData.m_State = UA_FINISHED;
288 callback.EndActionComponent();
289 }
290 }
291
292 override void OnStart(ActionData action_data)
293 {
294 super.OnStart(action_data);
295
296 CarHornActionData carHornData = CarHornActionData.Cast(action_data);
297 carHornData.m_ActionNeedEnd = true;
298 carHornData.m_Car = CarScript.Cast(action_data.m_Player.GetCommand_Vehicle().GetTransport());
299 }
300
301 override void OnStartServer(ActionData action_data)
302 {
303 super.OnStartServer(action_data);
304
305 CarHornActionData carHornData = CarHornActionData.Cast(action_data);
306 carHornData.m_ActionNeedEnd = true;
307 ActionCarHornBase.SetCarHornState(carHornData, ECarHornState.LONG);
308 }
309
310 override void OnEndServer(ActionData action_data)
311 {
312 super.OnEndServer(action_data);
313
314 CarHornActionData carHornData = CarHornActionData.Cast(action_data);
315 ActionCarHornBase.SetCarHornState(carHornData, ECarHornState.OFF);
316 }
317
318 override void WriteToContext(ParamsWriteContext ctx, ActionData action_data)
319 {
320 super.WriteToContext(ctx, action_data);
321
322 CarHornActionData carHornData = CarHornActionData.Cast(action_data);
323
324 ctx.Write(carHornData.m_ActionNeedEnd);
325 ctx.Write(carHornData.m_Car);
326 }
327
328 override bool ReadFromContext(ParamsReadContext ctx, out ActionReciveData action_recive_data)
329 {
330 if (!action_recive_data)
331 {
332 action_recive_data = new CarHornActionReceiveData();
333 }
334
335 super.ReadFromContext(ctx, action_recive_data);
336
337 bool needUpdate;
338 if (!ctx.Read(needUpdate))
339 return false;
340
341 CarScript carScript;
342 if (!ctx.Read(carScript))
343 return false;
344
345 CarHornActionReceiveData carHornReceivedData = CarHornActionReceiveData.Cast(action_recive_data);
346 carHornReceivedData.m_ActionNeedEnd = needUpdate;
347 carHornReceivedData.m_Car = carScript;
348
349 return true;
350 }
351
352 override void HandleReciveData(ActionReciveData action_recive_data, ActionData action_data)
353 {
354 super.HandleReciveData(action_recive_data, action_data);
355
356 CarHornActionReceiveData carHornReceivedData = CarHornActionReceiveData.Cast(action_recive_data);
357 CarHornActionData carHornData = CarHornActionData.Cast(action_data);
358 carHornData.m_ActionNeedEnd = carHornReceivedData.m_ActionNeedEnd;
359 carHornData.m_Car = carHornReceivedData.m_Car;
360 }
361}
ref CCIBase m_ConditionItem
Определения ActionBase.c:63
ref CCTBase m_ConditionTarget
Определения ActionBase.c:64
int m_StanceMask
Определения ActionBase.c:61
override void OnStart(ActionData action_data)
sets the m_ActionNeeded flag on both sides
Определения ActionCarHorn.c:285
override ActionData CreateActionData()
Определения ActionCarHorn.c:252
override bool CanBeUsedInVehicle()
Определения ActionCarHorn.c:231
override bool HasProgress()
Определения ActionCarHorn.c:226
override void CreateConditionComponents()
Определения ActionCarHorn.c:241
override bool ReadFromContext(ParamsReadContext ctx, out ActionReciveData action_recive_data)
Определения ActionCarHorn.c:320
override void OnEndInput(ActionData action_data)
Определения ActionCarHorn.c:276
override GetInputType()
Определения ActionCarHorn.c:247
override bool UseMainItem()
Определения ActionCarHorn.c:236
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
Определения ActionCarHorn.c:258
override void OnEndServer(ActionData action_data)
Определения ActionCarHorn.c:302
override void WriteToContext(ParamsWriteContext ctx, ActionData action_data)
Определения ActionCarHorn.c:310
override void HandleReciveData(ActionReciveData action_recive_data, ActionData action_data)
Определения ActionCarHorn.c:344
override bool HasTarget()
Определения ActionCarHorn.c:221
override void OnStartServer(ActionData action_data)
Определения ActionCarHorn.c:294
void ActionTarget(Object object, Object parent, int componentIndex, vector cursorHitPos, float utility, string surfaceName="")
Определения ActionTargets.c:125
void SetCommand(int command_uid)
Определения AnimatedActionBase.c:56
static void SetCarHornState(CarHornActionData pActionData, int pState)
Определения ActionCarHorn.c:29
static bool ActionCondition(PlayerBase player)
Определения ActionCarHorn.c:4
Определения ActionCarHorn.c:3
override void EndActionComponent()
Определения ActionContinuousBase.c:79
PlayerBase m_Player
Определения ActionBase.c:40
ActionBaseCB m_Callback
Определения ActionBase.c:36
int m_State
Определения ActionBase.c:38
bool m_ReciveEndInput
Определения ActionBase.c:48
Определения ActionBase.c:22
Определения CCINone.c:2
Определения CCTNone.c:2
CarScript m_Car
Определения ActionCarHorn.c:63
bool m_ActionNeedEnd
Определения ActionCarHorn.c:62
obsolete
Определения ActionCarHorn.c:61
backward compatibility (pre 1.30)
Определения ActionInput.c:774
Определения Truck_02.c:2
Super root of all classes in Enforce script.
Определения EnScript.c:11
Определения PlayerBaseClient.c:2
proto bool Write(void value_out)
proto bool Read(void value_in)
DayZPlayerConstants
defined in C++
Определения dayzplayer.c:602
Serializer ParamsReadContext
Определения gameplay.c:15
Serializer ParamsWriteContext
Определения gameplay.c:16
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.
proto native void OnUpdate()
Определения 3_Game/DayZ/tools/tools.c:349
const int UA_FINISHED
Определения 3_Game/DayZ/constants.c:498