Dayz 1.25
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Класс CAContinuousEmpty
+ Граф наследования:CAContinuousEmpty:

Защищенные члены

void CAContinuousEmpty (float quantity_emptied_per_second)
 
override void Setup (ActionData action_data)
 
override int Execute (ActionData action_data)
 
override int Cancel (ActionData action_data)
 
override float GetProgress ()
 
void CalcAndSetQuantity (ActionData action_data)
 

Защищенные данные

float m_TargetUnits
 
float m_SpentQuantity
 
float m_SpentQuantity_total
 
float m_AdjustedQuantityEmptiedPerSecond
 
float m_QuantityEmptiedPerSecond
 
bool m_WringingClothes
 
ref Param1< floatm_SpentUnits
 
float m_TimeElpased
 
float m_DefaultTimeStep = 0.25
 

Подробное описание

Конструктор(ы)

◆ CAContinuousEmpty()

void CAContinuousEmpty ( float quantity_emptied_per_second)
inlineprotected
14 {
16 }
float m_QuantityEmptiedPerSecond
Definition CAContinuousEmpty.c:7
Definition EntityAI.c:95

Перекрестные ссылки m_QuantityEmptiedPerSecond.

Методы

◆ CalcAndSetQuantity()

void CalcAndSetQuantity ( ActionData action_data)
inlineprotected
100 {
102 if (GetGame().IsServer())
103 {
104 if ( m_SpentUnits )
105 {
108 }
109
110 action_data.m_MainItem.AddQuantity(-m_SpentQuantity);
111 }
112 m_SpentQuantity = 0;
113 }
void SetACData(Param units)
Definition CABase.c:40
float m_SpentQuantity_total
Definition CAContinuousEmpty.c:5
float m_SpentQuantity
Definition CAContinuousEmpty.c:4
ref Param1< float > m_SpentUnits
Definition CAContinuousEmpty.c:9
proto native CGame GetGame()

Перекрестные ссылки GetGame(), m_SpentQuantity, m_SpentQuantity_total, m_SpentUnits и CABase::SetACData().

◆ Cancel()

override int Cancel ( ActionData action_data)
inlineprotected
82 {
83 if ( !action_data.m_Player || !action_data.m_MainItem )
84 {
85 return UA_ERROR;
86 }
87
89 return UA_CANCEL;
90 }
void CalcAndSetQuantity()
Definition FireplaceBase.c:2622
const int UA_ERROR
Definition constants.c:455
const int UA_CANCEL
Definition constants.c:437

Перекрестные ссылки CalcAndSetQuantity(), UA_CANCEL и UA_ERROR.

◆ Execute()

override int Execute ( ActionData action_data)
inlineprotected
48 {
49 if ( !action_data.m_Player )
50 {
51 return UA_ERROR;
52 }
53
54 if ( m_WringingClothes && action_data.m_MainItem.GetWet() >= action_data.m_MainItem.GetWetMax() )
55 {
56 return UA_FINISHED;
57 }
58 else
59 {
61 {
63 m_TimeElpased += action_data.m_Player.GetDeltaT();
64
66 {
68 m_TimeElpased = 0;
69 }
70 return UA_PROCESSING;
71 }
72 else
73 {
76 return UA_FINISHED;
77 }
78 }
79 }
void OnCompletePogress(ActionData action_data)
Definition CAContinuousBase.c:8
float m_AdjustedQuantityEmptiedPerSecond
Definition CAContinuousEmpty.c:6
float m_DefaultTimeStep
Definition CAContinuousEmpty.c:11
bool m_WringingClothes
Definition CAContinuousEmpty.c:8
float m_TargetUnits
Definition CAContinuousEmpty.c:3
float m_TimeElpased
Definition CAContinuousEmpty.c:10
const int UA_FINISHED
Definition constants.c:436
const int UA_PROCESSING
Definition constants.c:434

Перекрестные ссылки CalcAndSetQuantity(), m_AdjustedQuantityEmptiedPerSecond, m_DefaultTimeStep, m_SpentQuantity, m_SpentQuantity_total, m_TargetUnits, m_TimeElpased, m_WringingClothes, CAContinuousBase::OnCompletePogress(), UA_ERROR, UA_FINISHED и UA_PROCESSING.

◆ GetProgress()

override float GetProgress ( )
inlineprotected
93 {
95 }

Перекрестные ссылки m_SpentQuantity_total и m_TargetUnits.

◆ Setup()

override void Setup ( ActionData action_data)
inlineprotected
19 {
20 if ( !m_SpentUnits )
21 {
23 }
24 else
25 {
26 m_SpentUnits.param1 = 0;
27 }
28
29 if ( action_data.m_MainItem.IsClothing() )
30 {
31 m_WringingClothes = true;
32
33 m_SpentQuantity = action_data.m_MainItem.GetWetMax() - action_data.m_MainItem.GetWet();
34 m_TargetUnits = action_data.m_MainItem.GetWetMax();
35 }
36 else
37 {
38 m_WringingClothes = false;
39
40 m_SpentQuantity = action_data.m_MainItem.GetQuantityMin();
41 m_TargetUnits = action_data.m_MainItem.GetQuantity();
42 }
43
44 m_AdjustedQuantityEmptiedPerSecond = action_data.m_Player.GetSoftSkillsManager().AddSpecialtyBonus( m_QuantityEmptiedPerSecond, m_Action.GetSpecialtyWeight(), true );
45 }
ActionBase m_Action
Definition CABase.c:3

Перекрестные ссылки CABase::m_Action, m_AdjustedQuantityEmptiedPerSecond, m_QuantityEmptiedPerSecond, m_SpentQuantity, m_SpentUnits, m_TargetUnits и m_WringingClothes.

Поля

◆ m_AdjustedQuantityEmptiedPerSecond

float m_AdjustedQuantityEmptiedPerSecond
protected

Используется в Execute() и Setup().

◆ m_DefaultTimeStep

float m_DefaultTimeStep = 0.25
protected

Используется в Execute().

◆ m_QuantityEmptiedPerSecond

float m_QuantityEmptiedPerSecond
protected

Используется в CAContinuousEmpty() и Setup().

◆ m_SpentQuantity

float m_SpentQuantity
protected

Используется в CalcAndSetQuantity(), Execute() и Setup().

◆ m_SpentQuantity_total

float m_SpentQuantity_total
protected

Используется в CalcAndSetQuantity(), Execute() и GetProgress().

◆ m_SpentUnits

ref Param1<float> m_SpentUnits
protected

Используется в CalcAndSetQuantity() и Setup().

◆ m_TargetUnits

float m_TargetUnits
protected

Используется в Execute(), GetProgress() и Setup().

◆ m_TimeElpased

float m_TimeElpased
protected

Используется в Execute().

◆ m_WringingClothes

bool m_WringingClothes
protected

Используется в Execute() и Setup().


Объявления и описания членов класса находятся в файле: