DayZ 1.30
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◆ OnFinishProgressServer()

override void ActionUnrestrainTarget::OnFinishProgressServer ( ActionData action_data)
inlineprivate

См. определение в файле ActionUnrestrainTarget.c строка 106

107 {
108 PlayerBase player_target = PlayerBase.Cast(action_data.m_Target.GetObject());
109 PlayerBase player_source = PlayerBase.Cast(action_data.m_Player);
110
111 if (CanReceiveAction(action_data.m_Target) && player_target.IsRestrained())
112 {
113 EntityAI unrestraining_tool = action_data.m_MainItem;
114 EntityAI restraining_item = player_target.GetItemInHands();
115
116 player_target.SetRestrained(false);
117
118
119 //Damage applied to tool
120 CachedObjectsArrays.ARRAY_STRING.Clear();
121
122 restraining_item.ConfigGetTextArray( "CanBeUnrestrainedBy", CachedObjectsArrays.ARRAY_STRING );
123 restraining_item.ConfigGetFloatArray( "CanBeUnrestrainedByDMG", CachedObjectsArrays.ARRAY_FLOAT );
124
125 string item_in_hands_name = unrestraining_tool.GetType();
126 float damageToTool = 0;
127
128 for(int i = 0; i < CachedObjectsArrays.ARRAY_STRING.Count(); i++)
129 {
130 string class_name = CachedObjectsArrays.ARRAY_STRING.Get(i);
131 if( g_Game.IsKindOf(item_in_hands_name, class_name) )
132 {
133 damageToTool = CachedObjectsArrays.ARRAY_FLOAT.Get(i/2);
134 break;
135 }
136 }
137
138 MiscGameplayFunctions.DealAbsoluteDmg(action_data.m_MainItem, damageToTool);
139 //---------------------------
140
141 MiscGameplayFunctions.TransformRestrainItem(restraining_item, unrestraining_tool, player_source, player_target, true);
142 }
143 }
class LogManager EntityAI
bool CanReceiveAction(ActionTarget target)
Определения ActionBase.c:861
DayZGame g_Game
Определения DayZGame.c:4074
class OptionSelectorMultistate extends OptionSelector class_name
PlayerBase m_Player
Определения ActionBase.c:40
ref ActionTarget m_Target
Определения ActionBase.c:39
ItemBase m_MainItem
Определения ActionBase.c:35

Перекрестные ссылки CachedObjectsArrays::ARRAY_FLOAT, CachedObjectsArrays::ARRAY_STRING, CanReceiveAction(), class_name, g_Game, ActionData::m_MainItem, ActionData::m_Player и ActionData::m_Target.