DayZ 1.27
DayZ Explorer by KGB
 
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ActionCreateIndoorOven.c
См. документацию.
2{
4 {
5 m_CommandUID = DayZPlayerConstants.CMD_ACTIONMOD_OPENDOORFW;
6 m_StanceMask = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
7 m_SpecialtyWeight = UASoftSkillsWeight.PRECISE_LOW;
8 m_Text = "#place_object";
9 }
10
16
17 override bool ActionCondition( PlayerBase player, ActionTarget target, ItemBase item )
18 {
19 if ( !target ) return false;
20
21 Object target_object = target.GetObject();
22 string action_selection = target_object.GetActionComponentName( target.GetComponentIndex() );
23 BuildingWithFireplace building = BuildingWithFireplace.Cast( target_object );
24
25 if ( target_object && building && action_selection.Contains( OvenIndoor.OVENPOINT_ACTION_SELECTION ) )
26 {
27 if ( !IsInReach(player, target, UAMaxDistances.DEFAULT) ) return false;
28
29 vector fire_point_pos_world, fire_point_rot_world;
30 int fire_point_index = OvenIndoor.GetFirePointIndex( action_selection );
31 if ( OvenIndoor.CanPlaceFireplaceInSelectedSpot( building, fire_point_index, fire_point_pos_world, fire_point_rot_world ) )
32 {
33 float rot_deg = 0.0;
34 if ( building.HasSelection( OvenIndoor.OVENPOINT_PLACE_ROT + fire_point_index.ToString() ) )
35 {
36 vector diff = fire_point_rot_world - fire_point_pos_world;
37 diff[1] = 0.0;
38 diff.Normalize();
39 float dotp = vector.Dot( "0 0 1" , diff );
40 rot_deg = Math.Acos( dotp ) * Math.RAD2DEG;
41 if ( ( diff[0] < 0 ) && ( diff[2] < 0 ) )
42 rot_deg = 360.0 - rot_deg;
43 else if ( ( diff[0] < 0 ) && ( diff[2] > 0 ) )
44 rot_deg = 360.0 - rot_deg;
45
46 //Debug.DrawArrow( fire_point_pos_world, fire_point_pos_world + diff );
47 }
48
49 float fire_point_dist = vector.Distance( fire_point_pos_world, player.GetPosition() );
50 if ( fire_point_dist <= 2 )
51 {
52 player.SetLastFirePoint( fire_point_pos_world );
53 player.SetLastFirePointIndex( fire_point_index );
54 player.SetLastFirePointRot( rot_deg );
55 return true;
56 }
57 }
58 }
59
60 return false;
61 }
62
63 override void OnExecuteServer( ActionData action_data )
64 {
65 Object obj = GetGame().CreateObjectEx( "OvenIndoor", action_data.m_Player.GetLastFirePoint(), ECE_PLACE_ON_SURFACE );
66
67 int m_FirePointIndex = action_data.m_Player.GetLastFirePointIndex();
68 float m_FireplaceRot = action_data.m_Player.GetLastFirePointRot();
69 vector smoke_point_pos = action_data.m_Target.GetObject().GetSelectionPositionMS( OvenIndoor.OVENPOINT_SMOKE_POSITION + m_FirePointIndex.ToString() );
70 vector smoke_point_pos_world = action_data.m_Target.GetObject().ModelToWorld( smoke_point_pos );
71 vector m_SmokePosition = smoke_point_pos_world;
72
73 OvenIndoor fp_indoor = OvenIndoor.Cast( obj );
74 if ( fp_indoor )
75 {
76 fp_indoor.SetFirePointIndex( m_FirePointIndex );
77 fp_indoor.SetSmokePointPosition( m_SmokePosition );
78
79 vector fprot = vector.Zero;
80 fprot[0] = m_FireplaceRot;
81 fp_indoor.SetOrientation( fprot );
82
83 fp_indoor.Synchronize();
84
85 //move item to target fireplace
86 if (!GetGame().IsMultiplayer())
87 {
88 ClearInventoryReservationEx(action_data);
89 action_data.m_Player.LocalTakeEntityToTargetAttachment(fp_indoor, action_data.m_MainItem);
90 }
91 else
92 action_data.m_Player.ServerTakeEntityToTargetAttachment(fp_indoor, action_data.m_MainItem);
93 }
94 }
95
96 override bool IsLockTargetOnUse()
97 {
98 return false;
99 }
100}
ActionBase ActionData
Определения ActionBase.c:30
ActionPlaceFireplaceIndoor m_FirePointIndex
vector m_SmokePosition
Определения ActionPlaceFireplaceIndoor.c:86
float m_FireplaceRot
Определения ActionPlaceFireplaceIndoor.c:85
class ActionTargets ActionTarget
const int ECE_PLACE_ON_SURFACE
Определения CentralEconomy.c:37
float m_SpecialtyWeight
Определения ActionBase.c:77
int m_StanceMask
Определения ActionBase.c:62
bool IsInReach(PlayerBase player, ActionTarget target, float maxDistance=1.0)
Определения ActionBase.c:1158
string m_Text
Определения ActionBase.c:58
ref CCIBase m_ConditionItem
Определения ActionBase.c:64
void ClearInventoryReservationEx(ActionData action_data)
Определения ActionBase.c:1025
ref CCTBase m_ConditionTarget
Определения ActionBase.c:65
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
Определения ActionCreateIndoorOven.c:17
override bool IsLockTargetOnUse()
Определения ActionCreateIndoorOven.c:96
void ActionCreateIndoorOven()
Определения ActionCreateIndoorOven.c:3
override void CreateConditionComponents()
Определения ActionCreateIndoorOven.c:11
override void OnExecuteServer(ActionData action_data)
Определения ActionCreateIndoorOven.c:63
void ActionSingleUseBase()
Определения ActionSingleUseBase.c:31
int m_CommandUID
Определения AnimatedActionBase.c:143
Определения CCINonRuined.c:2
Определения CCTCursor.c:2
proto native Object CreateObjectEx(string type, vector pos, int iFlags, int iRotation=RF_DEFAULT)
Creates object of certain type.
Определения InventoryItem.c:731
Определения EnMath.c:7
Определения ObjectTyped.c:2
Определения PlayerBaseClient.c:2
const float DEFAULT
Определения ActionConstants.c:112
static float Dot(vector v1, vector v2)
Returns Dot product of vector v1 and vector v2.
Определения EnConvert.c:271
static const vector Zero
Определения EnConvert.c:110
proto float Normalize()
Normalizes vector. Returns length.
static proto native float Distance(vector v1, vector v2)
Returns the distance between tips of two 3D vectors.
Определения EnConvert.c:106
DayZPlayerConstants
defined in C++
Определения dayzplayer.c:602
proto native CGame GetGame()
static proto float Acos(float c)
Returns angle in radians from cosinus.
static const float RAD2DEG
Определения EnMath.c:16
bool Contains(string sample)
Returns true if sample is substring of string.
Определения EnString.c:286