DayZ 1.26
DayZ Explorer by KGB
Загрузка...
Поиск...
Не найдено
Класс ActionRepackTent

DEPRECATED. Подробнее...

+ Граф наследования:ActionRepackTent:

Закрытые члены

void ActionRepackTent ()
 
override void CreateConditionComponents ()
 
override bool HasTarget ()
 
override bool HasProgress ()
 
override bool ActionConditionContinue (ActionData action_data)
 
override bool HasAlternativeInterrupt ()
 
override bool ActionCondition (PlayerBase player, ActionTarget target, ItemBase item)
 
override bool SetupAction (PlayerBase player, ActionTarget target, ItemBase item, out ActionData action_data, Param extra_data=NULL)
 
override void OnStartServer (ActionData action_data)
 
override void OnFinishProgressServer (ActionData action_data)
 
override void OnEndServer (ActionData action_data)
 
void SetupAnimation (ItemBase item)
 
override void OnStartAnimationLoopClient (ActionData action_data)
 
override void OnStartAnimationLoopServer (ActionData action_data)
 
override void OnEndAnimationLoop (ActionData action_data)
 
override string GetAdminLogMessage (ActionData action_data)
 
- Закрытые члены унаследованные от ActionContinuousBase
void OnStartAnimationLoopServer (ActionData action_data)
 
void OnStartAnimationLoopClient (ActionData action_data)
 
void OnEndAnimationLoopServer (ActionData action_data)
 
void OnEndAnimationLoopClient (ActionData action_data)
 
void OnFinishProgressServer (ActionData action_data)
 
void OnFinishProgressClient (ActionData action_data)
 

Закрытые данные

EntityAI m_RepackedEntity
 
bool m_IsFinished
 

Подробное описание

DEPRECATED.

Конструктор(ы)

◆ ActionRepackTent()

void ActionRepackTent ( )
inlineprivate
49 {
52 m_CommandUID = 0;
53 m_FullBody = true;
54 m_StanceMask = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
55 m_Text = "#repack_tent";
56 }
bool m_FullBody
Definition ActionBase.c:61
string m_Text
Definition ActionBase.c:58
float m_SpecialtyWeight
Definition ActionBase.c:77
int m_StanceMask
Definition ActionBase.c:62
Definition ActionRepackTent.c:2
int m_CommandUID
Definition AnimatedActionBase.c:143
m_CallbackClass
Definition AnimatedActionBase.c:145
Definition EntityAI.c:95
DayZPlayerConstants
defined in C++
Definition dayzplayer.c:602

Перекрестные ссылки AnimatedActionBase::m_CallbackClass, AnimatedActionBase::m_CommandUID, ActionBase::m_FullBody, ActionBase::m_SpecialtyWeight, ActionBase::m_StanceMask и ActionBase::m_Text.

Методы

◆ ActionCondition()

override bool ActionCondition ( PlayerBase player,
ActionTarget target,
ItemBase item )
inlineprivate
85 {
86 if ( !player.IsPlacingLocal() )
87 {
88 return true;
89 }
90 return false;
91 }

◆ ActionConditionContinue()

override bool ActionConditionContinue ( ActionData action_data)
inlineprivate
75 {
76 return true;
77 }

◆ CreateConditionComponents()

override void CreateConditionComponents ( )
inlineprivate
59 {
62 }
ref CCIBase m_ConditionItem
Definition ActionBase.c:64
ref CCTBase m_ConditionTarget
Definition ActionBase.c:65
Definition CCINone.c:2
Definition CCTNone.c:2

Перекрестные ссылки ActionBase::m_ConditionItem и ActionBase::m_ConditionTarget.

◆ GetAdminLogMessage()

override string GetAdminLogMessage ( ActionData action_data)
inlineprivate
209 {
210 return " re-packed " + action_data.m_Target.GetObject().GetDisplayName() + " with Hands ";
211 }

◆ HasAlternativeInterrupt()

override bool HasAlternativeInterrupt ( )
inlineprivate
80 {
81 return true;
82 }

◆ HasProgress()

override bool HasProgress ( )
inlineprivate
70 {
71 return true;
72 }

◆ HasTarget()

override bool HasTarget ( )
inlineprivate
65 {
66 return false;
67 }

◆ OnEndAnimationLoop()

override void OnEndAnimationLoop ( ActionData action_data)
inlineprivate
200 {
201 if ( !GetGame().IsMultiplayer() || GetGame().IsServer() )
202 {
203 Param1<bool> play = new Param1<bool>( false );
204 GetGame().RPCSingleParam( action_data.m_MainItem, SoundTypeTent.REPACK, play, true );
205 }
206 }
SoundTypeTent
Definition LargeTent.c:2
proto native CGame GetGame()

Перекрестные ссылки GetGame().

◆ OnEndServer()

override void OnEndServer ( ActionData action_data)
inlineprivate
121 {
122 super.OnEndServer(action_data);
123
124 if ( m_IsFinished )
125 {
126 if ( action_data.m_MainItem.IsInherited( TentBase ) )
127 {
128 RepackLambda lambda_back_pack = new RepackLambda(action_data.m_MainItem, "LargeTentBackPack", action_data.m_Player);
129 action_data.m_Player.ServerReplaceItemElsewhereWithNewInHands(lambda_back_pack);
130 }
131
132 if ( action_data.m_MainItem.IsInherited( Clothing ) )
133 {
134 RepackLambda lambda_tent = new RepackLambda(action_data.m_MainItem, "LargeTent", action_data.m_Player);
135 action_data.m_Player.ServerReplaceItemElsewhereWithNewInHands(lambda_tent);
136 }
137 }
138 else
139 {
140 if ( GetGame().IsMultiplayer() )
141 {
142 if ( action_data.m_MainItem )
143 {
144 action_data.m_Player.ServerTakeEntityToHands( action_data.m_MainItem );
145 }
146 }
147 else
148 {
149 if ( action_data.m_MainItem )
150 {
151 action_data.m_Player.LocalTakeEntityToHands( action_data.m_MainItem );
152 }
153 }
154 }
155 }
bool m_IsFinished
Definition ActionRepackTent.c:46
Definition Armband_ColorBase.c:2
Definition ActionRepackTent.c:215
Definition CarTent.c:2

Перекрестные ссылки GetGame() и m_IsFinished.

◆ OnFinishProgressServer()

override void OnFinishProgressServer ( ActionData action_data)
inlineprivate
113 {
114 Param1<bool> play = new Param1<bool>( false );
115 GetGame().RPCSingleParam( action_data.m_MainItem, SoundTypeTent.REPACK, play, true );
116
117 m_IsFinished = true;
118 }

Перекрестные ссылки GetGame() и m_IsFinished.

◆ OnStartAnimationLoopClient()

override void OnStartAnimationLoopClient ( ActionData action_data)
inlineprivate
178 {
179 if ( action_data.m_Player.GetItemInHands() )
181 }
void DropDuringRepacking()
Definition ActionRepackTent.c:8

Перекрестные ссылки ActionRepackTentCB::DropDuringRepacking().

◆ OnStartAnimationLoopServer()

override void OnStartAnimationLoopServer ( ActionData action_data)
inlineprivate
184 {
185 Param1<bool> play = new Param1<bool>( false );
186 if ( !GetGame().IsMultiplayer() )
187 {
188 if ( action_data.m_Player.GetItemInHands() )
190 }
191
192 if ( action_data.m_Player.GetItemInHands() )
193 {
194 play = new Param1<bool>( true );
195 GetGame().RPCSingleParam( action_data.m_MainItem, SoundTypeTent.REPACK, play, true );
196 }
197 }

Перекрестные ссылки ActionRepackTentCB::DropDuringRepacking() и GetGame().

◆ OnStartServer()

override void OnStartServer ( ActionData action_data)
inlineprivate
105 {
106 super.OnStartServer(action_data);
107
109 m_IsFinished = false;
110 }
EntityAI m_RepackedEntity
Definition ActionRepackTent.c:45

Перекрестные ссылки m_IsFinished и m_RepackedEntity.

◆ SetupAction()

override bool SetupAction ( PlayerBase player,
ActionTarget target,
ItemBase item,
out ActionData action_data,
Param extra_data = NULL )
inlineprivate
94 {
96
97 if ( super.SetupAction(player, target, item, action_data, extra_data ))
98 {
99 return true;
100 }
101 return false;
102 }
void SetupAnimation(ItemBase item)
Definition ActionRepackTent.c:157

Перекрестные ссылки SetupAnimation().

◆ SetupAnimation()

void SetupAnimation ( ItemBase item)
inlineprivate
158 {
159 if ( item.IsHeavyBehaviour() )
160 {
161 m_CommandUID = DayZPlayerConstants.CMD_ACTIONFB_DEPLOY_HEAVY;
162 }
163 else if ( item.IsOneHandedBehaviour() )
164 {
165 m_CommandUID = DayZPlayerConstants.CMD_ACTIONFB_DEPLOY_1HD;
166 }
167 else if ( item.IsTwoHandedBehaviour() )
168 {
169 m_CommandUID = DayZPlayerConstants.CMD_ACTIONFB_DEPLOY_2HD;
170 }
171 else
172 {
173 Print("Error: check " + item + " behaviour");
174 }
175 }
proto void Print(void var)
Prints content of variable to console/log.

Перекрестные ссылки AnimatedActionBase::m_CommandUID и Print().

Используется в SetupAction().

Поля

◆ m_IsFinished

bool m_IsFinished
private

Используется в OnEndServer(), OnFinishProgressServer() и OnStartServer().

◆ m_RepackedEntity

EntityAI m_RepackedEntity
private

Используется в OnStartServer().


Объявления и описания членов класса находятся в файле: