DayZ 1.26
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Класс CutOutSeeds

Закрытые члены

override void Init ()
 
override bool CanDo (ItemBase ingredients[], PlayerBase player)
 
override void Do (ItemBase ingredients[], PlayerBase player, array< ItemBase > results, float specialty_weight)
 
override void Init ()
 
override bool CanDo (ItemBase ingredients[], PlayerBase player)
 
override void Do (ItemBase ingredients[], PlayerBase player, array< ItemBase > results, float specialty_weight)
 
override void Init ()
 
override bool CanDo (ItemBase ingredients[], PlayerBase player)
 
override void Do (ItemBase ingredients[], PlayerBase player, array< ItemBase > results, float specialty_weight)
 
override void Init ()
 
override bool CanDo (ItemBase ingredients[], PlayerBase player)
 
override void Do (ItemBase ingredients[], PlayerBase player, array< ItemBase > results, float specialty_weight)
 

Подробное описание

Методы

◆ CanDo() [1/4]

override bool CanDo ( ItemBase ingredients[],
PlayerBase player )
inlineprivate
76 {
77 return true;
78 }

◆ CanDo() [2/4]

override bool CanDo ( ItemBase ingredients[],
PlayerBase player )
inlineprivate
110 {
111 if ( player.IsPlacingLocal() )
112 return false;
113
114 return true;
115 }
Definition EntityAI.c:95

◆ CanDo() [3/4]

override bool CanDo ( ItemBase ingredients[],
PlayerBase player )
inlineprivate
77 {
78 return true;
79 }

◆ CanDo() [4/4]

override bool CanDo ( ItemBase ingredients[],
PlayerBase player )
inlineprivate
80 {
81 return true;
82 }

◆ Do() [1/4]

override void Do ( ItemBase ingredients[],
PlayerBase player,
array< ItemBase > results,
float specialty_weight )
inlineprivate

◆ Do() [2/4]

override void Do ( ItemBase ingredients[],
PlayerBase player,
array< ItemBase > results,
float specialty_weight )
inlineprivate
119 {
121
122 ItemBase slice1 = results[1];
124
125 float quantityMultiplier = pumpkin.GetHealth01("","");
126 float quantityNorm = pumpkin.GetQuantity()/pumpkin.GetQuantityMax();
127
129
130 if ( pumpkin )
131 {
132 if ( slice1 )
133 {
134 slice1.SetQuantityNormalized(quantityMultiplier);
135 MiscGameplayFunctions.TransferItemProperties(pumpkin, slice1);
136 }
137
138 if ( slice2 )
139 {
140 slice2.SetQuantityNormalized(quantityMultiplier);
141 MiscGameplayFunctions.TransferItemProperties(pumpkin, slice2);
142 }
143 }
144 }
Definition InventoryItem.c:731

◆ Do() [3/4]

override void Do ( ItemBase ingredients[],
PlayerBase player,
array< ItemBase > results,
float specialty_weight )
inlineprivate

◆ Do() [4/4]

override void Do ( ItemBase ingredients[],
PlayerBase player,
array< ItemBase > results,
float specialty_weight )
inlineprivate

◆ Init() [1/4]

override void Init ( )
inlineprivate
4 {
5 m_Name = "#STR_cutoutseeds0";
6 m_IsInstaRecipe = false; // should this recipe be performed instantly without animation
7 m_AnimationLength = 1; // animation length in relative time units
8
9 //conditions
10 m_MinDamageIngredient[0] = -1; // -1 = disable check
11 m_MaxDamageIngredient[0] = 3; // -1 = disable check
12 m_MinQuantityIngredient[0] = -1; // -1 = disable check
13 m_MaxQuantityIngredient[0] = -1; // -1 = disable check
14
15 m_MinDamageIngredient[1] = -1;
16 m_MaxDamageIngredient[1] = 3;
17 m_MinQuantityIngredient[1] = -1;
18 m_MaxQuantityIngredient[1] = -1;
19 //----------------------------------------------------------------------------------------------------------------------
20
21 //INGREDIENTS
22 //ingredient 1
23 InsertIngredient(0,"GreenBellPepper"); // you can insert multiple ingredients this way
24
25 m_IngredientAddHealth[0] = 0; // 0 = do nothing
26 m_IngredientSetHealth[0] = -1; // -1 = do nothing
27 m_IngredientAddQuantity[0] = 0; // 0 = do nothing
28 m_IngredientDestroy[0] = true; // true = destroy, false = do nothing
29
30 //ingredient 2
31 InsertIngredient(1,"Sickle");
32 InsertIngredient(1,"KukriKnife");
33 InsertIngredient(1,"FangeKnife");
34 InsertIngredient(1,"Hacksaw");
35 InsertIngredient(1,"HandSaw");
36 InsertIngredient(1,"KitchenKnife");
37 InsertIngredient(1,"SteakKnife");
38 InsertIngredient(1,"StoneKnife");
39 InsertIngredient(1,"Cleaver");
40 InsertIngredient(1,"CombatKnife");
41 InsertIngredient(1,"HuntingKnife");
42 InsertIngredient(1,"Machete");
43 InsertIngredient(1,"CrudeMachete");
44 InsertIngredient(1,"OrientalMachete");
45 InsertIngredient(1,"WoodAxe");
46 InsertIngredient(1,"Hatchet");
47 InsertIngredient(1,"FirefighterAxe");
48 InsertIngredient(1,"Sword");
49 InsertIngredient(1,"AK_Bayonet");
50 InsertIngredient(1,"M9A1_Bayonet");
51 InsertIngredient(1,"Mosin_Bayonet");
52 InsertIngredient(1,"SKS_Bayonet");
53 InsertIngredient(1,"BoneKnife");
54
55 m_IngredientAddHealth[1] = -1;
56 m_IngredientSetHealth[1] = -1;
57 m_IngredientAddQuantity[1] = 0;
58 m_IngredientDestroy[1] = false;
59
60 //----------------------------------------------------------------------------------------------------------------------
61 //RESULTS
62 //result1
63 AddResult("PepperSeeds"); //add results here
64
65 m_ResultSetFullQuantity[0] = false; // true = set full quantity, false = do nothing
66 m_ResultSetQuantity[0] = 12; // -1 = do nothing
67 m_ResultSetHealth[0] = -1; // -1 = do nothing
68 m_ResultInheritsHealth[0] = 0; // (value) == -1 means do nothing; a (value) >= 0 means this result will inherit health from ingredient number (value);(value) == -2 means this result will inherit health from all ingredients averaged(result_health = combined_health_of_ingredients / number_of_ingredients)
69 m_ResultInheritsColor[0] = -1; // (value) == -1 means do nothing; a (value) >= 0 means this result classname will be a composite of the name provided in AddResult method and config value "color" of ingredient (value)
70 m_ResultToInventory[0] = -1; // (value) == -2 spawn result on the ground;(value) == -1 place anywhere in the players inventory, (value) >= 0 means switch position with ingredient number(value)
71 m_ResultReplacesIngredient[0] = -1; // (value) == -1 means do nothing; a value >= 0 means this result will transfer item propertiesvariables, attachments etc.. from an ingredient value
72 }
class SyncedValue m_Name

Перекрестные ссылки m_Name.

◆ Init() [2/4]

override void Init ( )
inlineprivate
4 {
5 m_Name = "#STR_prepare0";
6 m_IsInstaRecipe = false; // should this recipe be performed instantly without animation
7 m_AnimationLength = 1; // animation length in relative time units
8
9 //conditions
10 m_MinDamageIngredient[0] = -1; // -1 = disable check
11 m_MaxDamageIngredient[0] = 3; // -1 = disable check
12 m_MinQuantityIngredient[0] = -1; // -1 = disable check
13 m_MaxQuantityIngredient[0] = -1; // -1 = disable check
14
15 m_MinDamageIngredient[1] = -1;
16 m_MaxDamageIngredient[1] = 3;
17 m_MinQuantityIngredient[1] = -1;
18 m_MaxQuantityIngredient[1] = -1;
19
20 //----------------------------------------------------------------------------------------------------------------------
21 //INGREDIENTS
22 //ingredient 1
23 InsertIngredient(0,"Pumpkin"); // you can insert multiple ingredients this way
24
25 m_IngredientAddHealth[0] = 0; // 0 = do nothing
26 m_IngredientSetHealth[0] = -1; // -1 = do nothing
27 m_IngredientAddQuantity[0] = 0; // 0 = do nothing
28 m_IngredientDestroy[0] = true; // true = destroy, false = do nothing
29
30 //ingredient 2
31 InsertIngredient(1,"Sickle");
32 InsertIngredient(1,"KukriKnife");
33 InsertIngredient(1,"FangeKnife");
34 InsertIngredient(1,"Hacksaw");
35 InsertIngredient(1,"KitchenKnife");
36 InsertIngredient(1,"SteakKnife");
37 InsertIngredient(1,"StoneKnife");
38 InsertIngredient(1,"Cleaver");
39 InsertIngredient(1,"CombatKnife");
40 InsertIngredient(1,"HuntingKnife");
41 InsertIngredient(1,"Machete");
42 InsertIngredient(1,"CrudeMachete");
43 InsertIngredient(1,"OrientalMachete");
44 InsertIngredient(1,"AK_Bayonet");
45 InsertIngredient(1,"M9A1_Bayonet");
46 InsertIngredient(1,"Mosin_Bayonet");
47 InsertIngredient(1,"SKS_Bayonet");
48 InsertIngredient(1,"FarmingHoe");
49 InsertIngredient(1,"Shovel");
50 InsertIngredient(1,"Crowbar");
51 InsertIngredient(1,"Hammer");
52 InsertIngredient(1,"Mace");
53 InsertIngredient(1,"Wrench");
54 InsertIngredient(1,"LugWrench");
55 InsertIngredient(1,"Screwdriver");
56 InsertIngredient(1,"SledgeHammer");
57 InsertIngredient(1,"BaseballBat");
58 InsertIngredient(1,"Pickaxe");
59 InsertIngredient(1,"Sword");
60 InsertIngredient(1,"WoodAxe");
61 InsertIngredient(1,"FirefighterAxe");
62 InsertIngredient(1,"Hatchet");
63 InsertIngredient(1,"HandSaw");
64 InsertIngredient(1,"BoneKnife");
65
66 m_IngredientAddHealth[1] = -2;
67 m_IngredientSetHealth[1] = -1;
68 m_IngredientAddQuantity[1] = 0;
69 m_IngredientDestroy[1] = false;
70
71
72 //----------------------------------------------------------------------------------------------------------------------
73 //RESULTS
74 //result1
75 AddResult("PumpkinSeeds"); //add results here
76
77 m_ResultSetFullQuantity[0] = false; // true = set full quantity, false = do nothing
78 m_ResultSetQuantity[0] = 12; // -1 = do nothing
79 m_ResultSetHealth[0] = -1; // -1 = do nothing
80 m_ResultInheritsHealth[0] = 0; // (value) == -1 means do nothing; a (value) >= 0 means this result will inherit health from ingredient number (value);(value) == -2 means this result will inherit health from all ingredients averaged(result_health = combined_health_of_ingredients / number_of_ingredients)
81 m_ResultInheritsColor[0] = -1; // (value) == -1 means do nothing; a (value) >= 0 means this result classname will be a composite of the name provided in AddResult method and config value "color" of ingredient (value)
82 m_ResultToInventory[0] = -2; // (value) == -2 spawn result on the ground;(value) == -1 place anywhere in the players inventory, (value) >= 0 means switch position with ingredient number(value)
83 m_ResultReplacesIngredient[0] = -1; // (value) == -1 means do nothing; a value >= 0 means this result will transfer item propertiesvariables, attachments etc.. from an ingredient value
84
85 //result2
86 AddResult("SlicedPumpkin");//add results here
87
88 m_ResultSetFullQuantity[1] = true;
89 m_ResultSetQuantity[1] = -1;
90 m_ResultSetHealth[1] = -1;
91 m_ResultInheritsHealth[1] = 0;
92 m_ResultInheritsColor[1] = -1;
93 m_ResultToInventory[1] = 1;
94 m_ResultReplacesIngredient[1] = -1;
95
96 //result3
97 AddResult("SlicedPumpkin");//add results here
98
99 m_ResultSetFullQuantity[2] = true;
100 m_ResultSetQuantity[2] = -1;
101 m_ResultSetHealth[2] = -1;
102 m_ResultInheritsHealth[2] = 0;
103 m_ResultInheritsColor[2] = -1;
104 m_ResultToInventory[2] = 1;
105 m_ResultReplacesIngredient[2] = -1;
106 }

Перекрестные ссылки m_Name.

◆ Init() [3/4]

override void Init ( )
inlineprivate
4 {
5 m_Name = "#STR_cutoutseeds0";
6 m_IsInstaRecipe = false; // should this recipe be performed instantly without animation
7 m_AnimationLength = 1; // animation length in relative time units
8
9 //conditions
10 m_MinDamageIngredient[0] = -1; // -1 = disable check
11 m_MaxDamageIngredient[0] = 3; // -1 = disable check
12 m_MinQuantityIngredient[0] = -1; // -1 = disable check
13 m_MaxQuantityIngredient[0] = -1; // -1 = disable check
14
15 m_MinDamageIngredient[1] = -1;
16 m_MaxDamageIngredient[1] = 3;
17 m_MinQuantityIngredient[1] = -1;
18 m_MaxQuantityIngredient[1] = -1;
19
20 //----------------------------------------------------------------------------------------------------------------------
21 //INGREDIENTS
22 //ingredient 1
23 InsertIngredient(0,"Tomato"); //you can insert multiple ingredients this way
24
25 m_IngredientAddHealth[0] = 0; // 0 = do nothing
26 m_IngredientSetHealth[0] = -1; // -1 = do nothing
27 m_IngredientAddQuantity[0] = 0; // 0 = do nothing
28 m_IngredientDestroy[0] = true; // true = destroy, false = do nothing
29 m_IngredientUseSoftSkills[0] = false; // set 'true' to allow modification of the values by softskills on this ingredient
30
31 //ingredient 2
32 InsertIngredient(1,"Sickle"); // you can insert multiple ingredients this way
33 InsertIngredient(1,"KukriKnife");
34 InsertIngredient(1,"FangeKnife");
35 InsertIngredient(1,"Hacksaw");
36 InsertIngredient(1,"HandSaw");
37 InsertIngredient(1,"KitchenKnife");
38 InsertIngredient(1,"SteakKnife");
39 InsertIngredient(1,"StoneKnife");
40 InsertIngredient(1,"Cleaver");
41 InsertIngredient(1,"CombatKnife");
42 InsertIngredient(1,"HuntingKnife");
43 InsertIngredient(1,"Machete");
44 InsertIngredient(1,"CrudeMachete");
45 InsertIngredient(1,"OrientalMachete");
46 InsertIngredient(1,"WoodAxe");
47 InsertIngredient(1,"Hatchet");
48 InsertIngredient(1,"FirefighterAxe");
49 InsertIngredient(1,"Sword");
50 InsertIngredient(1,"AK_Bayonet");
51 InsertIngredient(1,"M9A1_Bayonet");
52 InsertIngredient(1,"Mosin_Bayonet");
53 InsertIngredient(1,"SKS_Bayonet");
54 InsertIngredient(1,"BoneKnife");
55
56 m_IngredientAddHealth[1] = -1; // 0 = do nothing
57 m_IngredientSetHealth[1] = -1; // -1 = do nothing
58 m_IngredientAddQuantity[1] = 0; // 0 = do nothing
59 m_IngredientDestroy[1] = false; // false = do nothing
60
61 //----------------------------------------------------------------------------------------------------------------------
62 //RESULTS
63 //result1
64 AddResult("TomatoSeeds"); // add results here
65
66 m_ResultSetFullQuantity[0] = false; // true = set full quantity, false = do nothing
67 m_ResultSetQuantity[0] = 8; // -1 = do nothing
68 m_ResultSetHealth[0] = -1; // -1 = do nothing
69 m_ResultInheritsHealth[0] = 0; // (value) == -1 means do nothing; a (value) >= 0 means this result will inherit health from ingredient number (value);(value) == -2 means this result will inherit health from all ingredients averaged(result_health = combined_health_of_ingredients / number_of_ingredients)
70 m_ResultInheritsColor[0] = -1; // (value) == -1 means do nothing; a (value) >= 0 means this result classname will be a composite of the name provided in AddResult method and config value "color" of ingredient (value)
71 m_ResultToInventory[0] = -1; // (value) == -2 spawn result on the ground;(value) == -1 place anywhere in the players inventory, (value) >= 0 means switch position with ingredient number(value)
72 m_ResultReplacesIngredient[0] = -1; // (value) == -1 means do nothing; a value >= 0 means this result will transfer item propertiesvariables, attachments etc.. from an ingredient value
73 }

Перекрестные ссылки m_Name.

◆ Init() [4/4]

override void Init ( )
inlineprivate
4 {
5 m_Name = "#STR_cutoutseeds0";
6 m_IsInstaRecipe = false; // should this recipe be performed instantly without animation
7 m_AnimationLength = 1; // animation length in relative time units
8
9 //conditions
10 m_MinDamageIngredient[0] = -1; // -1 = disable check
11 m_MaxDamageIngredient[0] = 3; // -1 = disable check
12 m_MinQuantityIngredient[0] = -1; // -1 = disable check
13 m_MaxQuantityIngredient[0] = -1; // -1 = disable check
14
15 m_MinDamageIngredient[1] = -1;
16 m_MaxDamageIngredient[1] = 3;
17 m_MinQuantityIngredient[1] = -1;
18 m_MaxQuantityIngredient[1] = -1;
19
20 //----------------------------------------------------------------------------------------------------------------------
21 //INGREDIENTS
22 //ingredient 1
23 InsertIngredient(0,"Zucchini"); // you can insert multiple ingredients this way
24
25 m_IngredientAddHealth[0] = 0; // 0 = do nothing
26 m_IngredientSetHealth[0] = -1; // -1 = do nothing
27 m_IngredientAddQuantity[0] = 0; // 0 = do nothing
28 m_IngredientDestroy[0] = true; // true = destroy, false = do nothing
29
30 //ingredient 2
31 InsertIngredient(1,"Sickle");
32 InsertIngredient(1,"KukriKnife");
33 InsertIngredient(1,"FangeKnife");
34 InsertIngredient(1,"Hacksaw");
35 InsertIngredient(1,"HandSaw");
36 InsertIngredient(1,"KitchenKnife");
37 InsertIngredient(1,"SteakKnife");
38 InsertIngredient(1,"HayHook");
39 InsertIngredient(1,"StoneKnife");
40 InsertIngredient(1,"Cleaver");
41 InsertIngredient(1,"CombatKnife");
42 InsertIngredient(1,"HuntingKnife");
43 InsertIngredient(1,"Machete");
44 InsertIngredient(1,"CrudeMachete");
45 InsertIngredient(1,"OrientalMachete");
46 InsertIngredient(1,"Screwdriver");
47 InsertIngredient(1,"Crowbar");
48 InsertIngredient(1,"Pickaxe");
49 InsertIngredient(1,"WoodAxe");
50 InsertIngredient(1,"Hatchet");
51 InsertIngredient(1,"FirefighterAxe");
52 InsertIngredient(1,"Sword");
53 InsertIngredient(1,"AK_Bayonet");
54 InsertIngredient(1,"M9A1_Bayonet");
55 InsertIngredient(1,"Mosin_Bayonet");
56 InsertIngredient(1,"SKS_Bayonet");
57 InsertIngredient(1,"BoneKnife");
58
59 m_IngredientAddHealth[1] = -1;
60 m_IngredientSetHealth[1] = -1;
61 m_IngredientAddQuantity[1] = 0;
62 m_IngredientDestroy[1] = false;
63
64 //----------------------------------------------------------------------------------------------------------------------
65 //RESULTS
66 //result1
67 AddResult("ZucchiniSeeds"); // add results here
68
69 m_ResultSetFullQuantity[0] = false; // true = set full quantity, false = do nothing
70 m_ResultSetQuantity[0] = 8; // -1 = do nothing
71 m_ResultSetHealth[0] = -1; // -1 = do nothing
72 m_ResultInheritsHealth[0] = 0; // (value) == -1 means do nothing; a (value) >= 0 means this result will inherit health from ingredient number (value);(value) == -2 means this result will inherit health from all ingredients averaged(result_health = combined_health_of_ingredients / number_of_ingredients)
73 m_ResultInheritsColor[0] = -1; // (value) == -1 means do nothing; a (value) >= 0 means this result classname will be a composite of the name provided in AddResult method and config value "color" of ingredient (value)
74 m_ResultToInventory[0] = -1; // (value) == -2 spawn result on the ground;(value) == -1 place anywhere in the players inventory, (value) >= 0 means switch position with ingredient number(value)
75 m_ResultReplacesIngredient[0] = -1; // (value) == -1 means do nothing; a value >= 0 means this result will transfer item propertiesvariables, attachments etc.. from an ingredient value
76 }

Перекрестные ссылки m_Name.


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