Dayz 1.25
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Файл ActionArmExplosive.c

См. исходные тексты.

Структуры данных

class  ActionArmExplosiveCB
 

Функции

ActionArmExplosiveCB ActionContinuousBaseCB ActionArmExplosive ()
 
override void CreateActionComponent ()
 
override void InitActionComponent ()
 
override void CreateConditionComponents ()
 
override GetInputType ()
 
override bool HasProgress ()
 
override bool ActionCondition (PlayerBase player, ActionTarget target, ItemBase item)
 
override void OnFinishProgressServer (ActionData action_data)
 

Функции

◆ ActionArmExplosive()

19 {
20 m_CallbackClass = ActionArmExplosiveCB;
21 m_CommandUID = DayZPlayerConstants.CMD_ACTIONFB_CRAFTING;
22 m_FullBody = true;
24 m_Text = "#STR_ArmExplosive";
25 m_Sound = "craft_universal_0";
26 }
bool m_FullBody
Definition ActionBase.c:52
string m_Text
Definition ActionBase.c:49
float m_SpecialtyWeight
Definition ActionBase.c:68
EffectSound m_Sound
Definition HungerSoundHandler.c:18
Definition ActionArmExplosive.c:2
Definition ActionConstants.c:119
const float PRECISE_LOW
Definition ActionConstants.c:123
DayZPlayerConstants
defined in C++
Definition dayzplayer.c:602

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

◆ ActionCondition()

override bool ActionCondition ( PlayerBase player,
ActionTarget target,
ItemBase item )
45 {
46 if (target.GetParent())
47 return false;
48
49 ItemBase targetItem = ItemBase.Cast(target.GetObject());
50 if (targetItem && targetItem.IsBeingPlaced())
51 return false;
52
53 ExplosivesBase explosive = ExplosivesBase.Cast(target.GetObject());
54
55 return explosive && !explosive.GetArmed();
56 }
Definition InventoryItem.c:731
Definition EntityAI.c:95

◆ CreateActionComponent()

override void CreateActionComponent ( )
19 {
20 m_CallbackClass = ActionArmExplosiveCB;
21 m_CommandUID = DayZPlayerConstants.CMD_ACTIONFB_CRAFTING;
22 m_FullBody = true;

Перекрестные ссылки m_FullBody, m_SpecialtyWeight и UASoftSkillsWeight::PRECISE_LOW.

◆ CreateConditionComponents()

override void CreateConditionComponents ( )
29 {
32 }
ref CCIBase m_ConditionItem
Definition ActionBase.c:55
ref CCTBase m_ConditionTarget
Definition ActionBase.c:56
Definition CCINotPresent.c:2
Definition CCTNonRuined.c:2
Definition ActionConstants.c:105
const float DEFAULT
Definition ActionConstants.c:107

Перекрестные ссылки UAMaxDistances::DEFAULT, m_ConditionItem и m_ConditionTarget.

◆ GetInputType()

override GetInputType ( )
35 {
37 }
Definition ActionInput.c:522

◆ HasProgress()

override bool HasProgress ( )
40 {
41 return true;
42 }

◆ InitActionComponent()

override void InitActionComponent ( )
29 {

◆ OnFinishProgressServer()

override void OnFinishProgressServer ( ActionData action_data)
59 {
60 super.OnFinishProgressServer(action_data);
61
62 ExplosivesBase explosive = ExplosivesBase.Cast(action_data.m_Target.GetObject());
63 if (explosive)
64 explosive.OnPlacementComplete(action_data.m_Player, explosive.GetPosition(), action_data.m_Player.GetOrientation());
65 }