DayZ 1.26
DayZ Explorer by KGB
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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;
23 m_SpecialtyWeight = UASoftSkillsWeight.PRECISE_LOW;
24 m_Text = "#STR_ArmExplosive";
25 m_Sound = "craft_universal_0";
26 }
int m_CommandUID
Definition ActionBase.c:31
EffectSound m_Sound
Definition HungerSoundHandler.c:18
Definition ActionArmExplosive.c:2
Definition EntityAI.c:95
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

◆ CreateActionComponent()

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

Перекрестные ссылки m_CommandUID.

◆ CreateConditionComponents()

override void CreateConditionComponents ( )
29 {
30 m_ConditionTarget = new CCTNonRuined(UAMaxDistances.DEFAULT);
31 m_ConditionItem = new CCINotPresent();
32 }
Definition CCINotPresent.c:2
Definition CCTNonRuined.c:2
Definition ActionConstants.c:106
const float DEFAULT
Definition ActionConstants.c:108

Перекрестные ссылки UAMaxDistances::DEFAULT.

◆ 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 }