23 if (
m_ActionData.m_MainItem.ConfigIsExisting(
"writingColor"))
32 paper_item.RPCSingleParam(
ERPCs.RPC_WRITE_NOTE, text,
true,
m_ActionData.m_Player.GetIdentity());
59 if ((item && item.ConfigIsExisting(
"writingColor") && target.GetObject() && Paper.Cast(target.GetObject())) || (target.GetObject() && target.GetObject().ConfigIsExisting(
"writingColor") && item && Paper.Cast(item)))
68 if (action_data.m_Target.GetObject().ConfigIsExisting(
"writingColor"))
70 action_data.m_MainItem.GetWrittenNoteData().InitNoteInfo(
ItemBase.Cast(action_data.m_Target.GetObject()),action_data.m_MainItem);
80 super.OnStartServer(action_data);
82 if (action_data.m_Target.GetObject().ConfigIsExisting(
"writingColor"))
84 action_data.m_MainItem.GetWrittenNoteData().InitNoteInfo(
ItemBase.Cast(action_data.m_Target.GetObject()),action_data.m_MainItem);
94 super.OnUpdate(action_data);
96 if(!
GetGame().IsDedicatedServer())
107 if (action_data.m_Callback)
class ActionTargets ActionTarget
ref CCIBase m_ConditionItem
ref CCTBase m_ConditionTarget
void ActionContinuousBase()
override void RequestEndAction()
override void OnUpdate(ActionData action_data)
const float TARGET_DISTANCE
override void OnStartServer(ActionData action_data)
override void CreateConditionComponents()
override void OnEndRequest(ActionData action_data)
override void OnStartClient(ActionData action_data)
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
override void EndActionComponent()
override void OnStateChange(int pOldState, int pCurrentState)
override void CreateActionComponent()
proto native UIManager GetUIManager()
override WrittenNoteData GetWrittenNoteData()
UIScriptedMenu FindMenu(int id)
Returns menu with specific ID if it is open (see MenuID)
void InitNoteInfo(ItemBase pen=null, ItemBase paper=null)
DayZPlayerConstants
defined in C++
proto native CGame GetGame()
static const int STATE_NONE
undef state - not running anymore
proto native void EnableStateChangeCallback()
enables state change callback OnStateChange
static const int STATE_LOOP_LOOP