DayZ 1.27
DayZ Explorer by KGB
 
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ActionBuryBody.c
См. документацию.
2{
3 override void CreateActionComponent()
4 {
5 m_ActionData.m_ActionComponent = new CAContinuousTime(UATimeSpent.BURY_BODY);
6 }
7};
8
10{
12 {
14 m_CommandUID = DayZPlayerConstants.CMD_ACTIONFB_DIGMANIPULATE;
15 m_FullBody = true;
16 m_StanceMask = DayZPlayerConstants.STANCEMASK_ERECT;
17 m_SpecialtyWeight = UASoftSkillsWeight.ROUGH_LOW;
18 m_Text = "#bury";
19 }
20
22 {
23
26 }
27
28 override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
29 {
30 if (player.IsPlacingLocal())
31 {
32 return false;
33 }
34
35 EntityAI bodyEAI;
36 Class.CastTo(bodyEAI, target.GetObject());
37
38 if (bodyEAI && (bodyEAI.IsCorpse() || (!bodyEAI.IsAlive() && (bodyEAI.IsInherited(DayZCreature) || bodyEAI.IsInherited(Man)))) && !bodyEAI.GetParent())
39 {
40 int liquidType;
41 string surfaceType;
42 GetGame().SurfaceUnderObject(bodyEAI, surfaceType, liquidType);
43
44 if (GetGame().IsSurfaceDigable(surfaceType))
45 {
46 return true;
47 }
48 }
49
50 return false;
51 }
52
53 override bool Can(PlayerBase player, ActionTarget target, ItemBase item, int condition_mask)
54 {
55 if (!super.Can(player, target, item, condition_mask))
56 return false;
57
58 return player.CheckFreeSpace(vector.Forward, 1.0, false);
59 }
60
61
62 override void OnFinishProgressServer(ActionData action_data)
63 {
64 Object targetObject = action_data.m_Target.GetObject();
65 g_Game.ObjectDelete(targetObject);
66
67 MiscGameplayFunctions.DealEvinronmentAdjustedDmg(action_data.m_MainItem, action_data.m_Player, 4);
68 }
69};
ActionBase ActionData
Определения ActionBase.c:30
class ActionTargets ActionTarget
DayZGame g_Game
Определения DayZGame.c:3868
float m_SpecialtyWeight
Определения ActionBase.c:77
int m_StanceMask
Определения ActionBase.c:62
string m_Text
Определения ActionBase.c:58
ref CCIBase m_ConditionItem
Определения ActionBase.c:64
bool m_FullBody
Определения ActionBase.c:61
ref CCTBase m_ConditionTarget
Определения ActionBase.c:65
ActionData m_ActionData
Определения AnimatedActionBase.c:3
override void CreateConditionComponents()
Определения ActionBuryBody.c:21
override bool Can(PlayerBase player, ActionTarget target, ItemBase item, int condition_mask)
Определения ActionBuryBody.c:53
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
Определения ActionBuryBody.c:28
override void OnFinishProgressServer(ActionData action_data)
Определения ActionBuryBody.c:62
void ActionBuryBody()
Определения ActionBuryBody.c:11
override void CreateActionComponent()
Определения ActionBuryBody.c:3
Определения ActionBuryBody.c:2
void ActionContinuousBase()
Определения ActionContinuousBase.c:124
int m_CommandUID
Определения AnimatedActionBase.c:143
Определения CCINonRuined.c:2
Определения CCTDummy.c:2
proto void SurfaceUnderObject(notnull Object object, out string type, out int liquidType)
Super root of all classes in Enforce script.
Определения EnScript.c:11
Определения DayZAnimal.c:148
Определения Building.c:6
Определения InventoryItem.c:731
Определения ObjectTyped.c:2
Определения PlayerBaseClient.c:2
const float BURY_BODY
Определения ActionConstants.c:82
Определения ActionConstants.c:28
static const vector Forward
Определения EnConvert.c:109
Определения EnConvert.c:106
DayZPlayerConstants
defined in C++
Определения dayzplayer.c:602
proto native CGame GetGame()
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.