Dayz 1.25
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Класс ActionUnrestrainTarget
+ Граф наследования:ActionUnrestrainTarget:

Закрытые члены

void ActionUnrestrainTarget ()
 
override void CreateConditionComponents ()
 
override bool ActionCondition (PlayerBase player, ActionTarget target, ItemBase item)
 
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)

◆ ActionUnrestrainTarget()

void ActionUnrestrainTarget ( )
inlineprivate
58 {
60 m_CommandUID = DayZPlayerConstants.CMD_ACTIONFB_UNRESTRAINTARGET;
61 m_FullBody = true;
62 m_StanceMask = DayZPlayerConstants.STANCEMASK_ERECT | DayZPlayerConstants.STANCEMASK_CROUCH;
64 m_Text = "#unrestrain";
65 }
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 ActionUnrestrainTarget.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
74 {
75 PlayerBase other_player = PlayerBase.Cast(target.GetObject());
76 EntityAI item_in_hands_source = player.GetItemInHands();
77
78 if( other_player.IsRestrained() )
79 {
80 //Print("is restrained");
82
84
86 {
87 item_in_hands_target.ConfigGetTextArray( "CanBeUnrestrainedBy", CachedObjectsArrays.ARRAY_STRING );
88
90
91 for(int i = 0; i < CachedObjectsArrays.ARRAY_STRING.Count(); i++)
92 {
93 if((i % 2) == 0)
94 {
96 if( GetGame().IsKindOf(item_in_hands_name, class_name) )
97 {
98 return true;
99 }
100 }
101 }
102 }
103 }
104 return false;
105 }
class OptionSelectorMultistate extends OptionSelector class_name
Definition UtilityClasses.c:41
static ref TStringArray ARRAY_STRING
Definition UtilityClasses.c:49
Definition Building.c:6
Definition EntityAI.c:95
Definition PlayerBaseClient.c:2
proto native CGame GetGame()

Перекрестные ссылки CachedObjectsArrays::ARRAY_STRING, class_name и GetGame().

◆ CreateConditionComponents()

override void CreateConditionComponents ( )
inlineprivate
68 {
71 }
ref CCIBase m_ConditionItem
Definition ActionBase.c:55
ref CCTBase m_ConditionTarget
Definition ActionBase.c:56
Definition CCINonRuined.c:2
Definition CCTMan.c:2
Definition ActionConstants.c:105
const float DEFAULT
Definition ActionConstants.c:107

Перекрестные ссылки UAMaxDistances::DEFAULT, m_ConditionItem и m_ConditionTarget.

◆ OnFinishProgressServer()

override void OnFinishProgressServer ( ActionData action_data)
inlineprivate
108 {
109 PlayerBase player_target = PlayerBase.Cast(action_data.m_Target.GetObject());
111
112 if (CanReceiveAction(action_data.m_Target) && player_target.IsRestrained())
113 {
115 EntityAI restraining_item = player_target.GetItemInHands();
116
117 player_target.SetRestrained(false);
118
119
120 //Damage applied to tool
122
123 restraining_item.ConfigGetTextArray( "CanBeUnrestrainedBy", CachedObjectsArrays.ARRAY_STRING );
124 restraining_item.ConfigGetFloatArray( "CanBeUnrestrainedByDMG", CachedObjectsArrays.ARRAY_FLOAT );
125
126 string item_in_hands_name = unrestraining_tool.GetType();
127 float damageToTool = 0;
128
129 for(int i = 0; i < CachedObjectsArrays.ARRAY_STRING.Count(); i++)
130 {
132 if( GetGame().IsKindOf(item_in_hands_name, class_name) )
133 {
135 break;
136 }
137 }
138
139 MiscGameplayFunctions.DealAbsoluteDmg(action_data.m_MainItem, damageToTool);
140 //---------------------------
141
143
144 action_data.m_Player.GetSoftSkillsManager().AddSpecialty( m_SpecialtyWeight );
145 }
146 }
bool CanReceiveAction(ActionTarget target)
Definition ActionBase.c:638
static ref TFloatArray ARRAY_FLOAT
Definition UtilityClasses.c:50

Перекрестные ссылки CachedObjectsArrays::ARRAY_FLOAT, CachedObjectsArrays::ARRAY_STRING, CanReceiveAction(), class_name, GetGame() и m_SpecialtyWeight.


Объявления и описания членов класса находятся в файле: