Dayz 1.25
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Класс ActionRepackTent
+ 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

Конструктор(ы)

◆ ActionRepackTent()

void ActionRepackTent ( )
inlineprivate
48 {
51 m_CommandUID = 0;
52 m_FullBody = true;
53 m_StanceMask = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
54 m_Text = "#repack_tent";
55 }
bool m_FullBody
Definition ActionBase.c:52
string m_Text
Definition ActionBase.c:49
float m_SpecialtyWeight
Definition ActionBase.c:68
int m_StanceMask
Definition ActionBase.c:53
Definition ActionRepackTent.c:2
int m_CommandUID
Definition AnimatedActionBase.c:135
m_CallbackClass
Definition AnimatedActionBase.c:137
Definition ActionConstants.c:119
const float PRECISE_LOW
Definition ActionConstants.c:123
DayZPlayerConstants
defined in C++
Definition dayzplayer.c:602

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

Методы

◆ ActionCondition()

override bool ActionCondition ( PlayerBase player,
ActionTarget target,
ItemBase item )
inlineprivate
84 {
85 if ( !player.IsPlacingLocal() )
86 {
87 return true;
88 }
89 return false;
90 }
Definition EntityAI.c:95

◆ ActionConditionContinue()

override bool ActionConditionContinue ( ActionData action_data)
inlineprivate
74 {
75 return true;
76 }

◆ CreateConditionComponents()

override void CreateConditionComponents ( )
inlineprivate
58 {
61 }
ref CCIBase m_ConditionItem
Definition ActionBase.c:55
ref CCTBase m_ConditionTarget
Definition ActionBase.c:56
Definition CCINone.c:2
Definition CCTNone.c:2

Перекрестные ссылки m_ConditionItem и m_ConditionTarget.

◆ GetAdminLogMessage()

override string GetAdminLogMessage ( ActionData action_data)
inlineprivate
204 {
205 return " re-packed " + action_data.m_Target.GetObject().GetDisplayName() + " with Hands ";
206 }

◆ HasAlternativeInterrupt()

override bool HasAlternativeInterrupt ( )
inlineprivate
79 {
80 return true;
81 }

◆ HasProgress()

override bool HasProgress ( )
inlineprivate
69 {
70 return true;
71 }

◆ HasTarget()

override bool HasTarget ( )
inlineprivate
64 {
65 return false;
66 }

◆ OnEndAnimationLoop()

override void OnEndAnimationLoop ( ActionData action_data)
inlineprivate
195 {
196 if ( !GetGame().IsMultiplayer() || GetGame().IsServer() )
197 {
198 Param1<bool> play = new Param1<bool>( false );
199 GetGame().RPCSingleParam( action_data.m_MainItem, SoundTypeTent.REPACK, play, true );
200 }
201 }
SoundTypeTent
Definition LargeTent.c:2
proto native CGame GetGame()

Перекрестные ссылки GetGame().

◆ OnEndServer()

override void OnEndServer ( ActionData action_data)
inlineprivate
118 {
119 if ( m_IsFinished )
120 {
121 if ( action_data.m_MainItem.IsInherited( TentBase ) )
122 {
123 RepackLambda lambda_back_pack = new RepackLambda(action_data.m_MainItem, "LargeTentBackPack", action_data.m_Player);
124 action_data.m_Player.ServerReplaceItemElsewhereWithNewInHands(lambda_back_pack);
125 }
126
127 if ( action_data.m_MainItem.IsInherited( Clothing ) )
128 {
129 RepackLambda lambda_tent = new RepackLambda(action_data.m_MainItem, "LargeTent", action_data.m_Player);
130 action_data.m_Player.ServerReplaceItemElsewhereWithNewInHands(lambda_tent);
131 }
132 }
133 else
134 {
135 if ( GetGame().IsMultiplayer() )
136 {
137 if ( action_data.m_MainItem )
138 {
139 action_data.m_Player.ServerTakeEntityToHands( action_data.m_MainItem );
140 }
141 }
142 else
143 {
144 if ( action_data.m_MainItem )
145 {
146 action_data.m_Player.LocalTakeEntityToHands( action_data.m_MainItem );
147 }
148 }
149 }
150 }
bool m_IsFinished
Definition ActionRepackTent.c:45
Definition Armband_ColorBase.c:2
Definition ActionRepackTent.c:210
Definition CarTent.c:2

Перекрестные ссылки GetGame() и m_IsFinished.

◆ OnFinishProgressServer()

override void OnFinishProgressServer ( ActionData action_data)
inlineprivate
110 {
111 Param1<bool> play = new Param1<bool>( false );
112 GetGame().RPCSingleParam( action_data.m_MainItem, SoundTypeTent.REPACK, play, true );
113
114 m_IsFinished = true;
115 }

Перекрестные ссылки GetGame() и m_IsFinished.

◆ OnStartAnimationLoopClient()

override void OnStartAnimationLoopClient ( ActionData action_data)
inlineprivate
173 {
174 if ( action_data.m_Player.GetItemInHands() )
176 }
void DropDuringRepacking()
Definition ActionRepackTent.c:8

Перекрестные ссылки ActionRepackTentCB::DropDuringRepacking().

◆ OnStartAnimationLoopServer()

override void OnStartAnimationLoopServer ( ActionData action_data)
inlineprivate
179 {
180 Param1<bool> play = new Param1<bool>( false );
181 if ( !GetGame().IsMultiplayer() )
182 {
183 if ( action_data.m_Player.GetItemInHands() )
185 }
186
187 if ( action_data.m_Player.GetItemInHands() )
188 {
189 play = new Param1<bool>( true );
190 GetGame().RPCSingleParam( action_data.m_MainItem, SoundTypeTent.REPACK, play, true );
191 }
192 }

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

◆ OnStartServer()

override void OnStartServer ( ActionData action_data)
inlineprivate
104 {
106 m_IsFinished = false;
107 }
EntityAI m_RepackedEntity
Definition ActionRepackTent.c:44

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
93 {
95
96 if ( super.SetupAction(player, target, item, action_data, extra_data ))
97 {
98 return true;
99 }
100 return false;
101 }
void SetupAnimation(ItemBase item)
Definition ActionRepackTent.c:152

Перекрестные ссылки SetupAnimation().

◆ SetupAnimation()

void SetupAnimation ( ItemBase item)
inlineprivate
153 {
154 if ( item.IsHeavyBehaviour() )
155 {
156 m_CommandUID = DayZPlayerConstants.CMD_ACTIONFB_DEPLOY_HEAVY;
157 }
158 else if ( item.IsOneHandedBehaviour() )
159 {
160 m_CommandUID = DayZPlayerConstants.CMD_ACTIONFB_DEPLOY_1HD;
161 }
162 else if ( item.IsTwoHandedBehaviour() )
163 {
164 m_CommandUID = DayZPlayerConstants.CMD_ACTIONFB_DEPLOY_2HD;
165 }
166 else
167 {
168 Print("Error: check " + item + " behaviour");
169 }
170 }
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: