DayZ 1.26
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Класс ActionUnpackBox
+ Граф наследования:ActionUnpackBox:

Закрытые члены

void ActionUnpackBox ()
 
override void CreateConditionComponents ()
 
override bool HasProneException ()
 
override bool HasTarget ()
 
override void OnFinishProgressServer (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)
 

Подробное описание

Конструктор(ы)

◆ ActionUnpackBox()

void ActionUnpackBox ( )
inlineprivate
12 {
14 m_CommandUID = DayZPlayerConstants.CMD_ACTIONMOD_OPENITEM;
15 m_CommandUIDProne = DayZPlayerConstants.CMD_ACTIONFB_OPENITEM;
17 m_Text = "#unbox";
18 }
string m_Text
Definition ActionBase.c:58
float m_SpecialtyWeight
Definition ActionBase.c:77
Definition ActionUnpackBox.c:2
int m_CommandUIDProne
Definition AnimatedActionBase.c:144
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, AnimatedActionBase::m_CommandUIDProne, ActionBase::m_SpecialtyWeight и ActionBase::m_Text.

Методы

◆ CreateConditionComponents()

override void CreateConditionComponents ( )
inlineprivate
21 {
24 }
ref CCIBase m_ConditionItem
Definition ActionBase.c:64
ref CCTBase m_ConditionTarget
Definition ActionBase.c:65
Definition CCINonRuined.c:2
Definition CCTNone.c:2

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

◆ HasProneException()

override bool HasProneException ( )
inlineprivate
27 {
28 return true;
29 }

◆ HasTarget()

override bool HasTarget ( )
inlineprivate
32 {
33 return false;
34 }

◆ OnFinishProgressServer()

override void OnFinishProgressServer ( ActionData action_data)
inlineprivate
37 {
38 if ( action_data.m_MainItem && action_data.m_MainItem.GetHierarchyRootPlayer() == action_data.m_Player )
39 {
40 string path = "CfgVehicles " + action_data.m_MainItem.GetType();
41 string child_name = "";
42 int count;
44
45 if( GetGame().ConfigIsExisting( path ) && GetGame().ConfigIsExisting( path + " Resources") )
46 {
47 path = path + " Resources";
48 count = GetGame().ConfigGetChildrenCount ( path );
49 for (int i = 0; i < count; i++)
50 {
51 GetGame().ConfigGetChildName ( path, i, child_name );
52
53 if ( GetGame().ConfigGetInt( path + " " + child_name + " value" ) )
54 {
55 resources.Insert( child_name );
56 }
57 }
58
59 //TODO modify to allow for multiple ammo types spawning (if needed??)
60 string itemType = resources.Get(0);
61 int itemCount = GetGame().ConfigGetInt( path + " " + itemType + " value" );
62
63 UnboxLambda lambda = new UnboxLambda(action_data.m_MainItem, itemType, action_data.m_Player, itemCount);
64 action_data.m_Player.ServerReplaceItemInHandsWithNew(lambda);
65 }
66 }
67 }
string path
Definition OptionSelectorMultistate.c:142
Definition ActionUnpackBox.c:71
proto native CGame GetGame()

Перекрестные ссылки GetGame() и path.


Объявления и описания членов класса находятся в файле: