Dayz 1.25
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Класс ActionUngagTarget
+ Граф наследования:ActionUngagTarget:

Закрытые члены

void ActionUngagTarget ()
 
override void CreateConditionComponents ()
 
override GetInputType ()
 
override bool ActionCondition (PlayerBase player, ActionTarget target, ItemBase item)
 
override void OnFinishProgressServer (ActionData action_data)
 
bool IsWearingGag (PlayerBase player)
 
- 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)

◆ ActionUngagTarget()

void ActionUngagTarget ( )
inlineprivate
4 {
6 m_CommandUID = DayZPlayerConstants.CMD_ACTIONMOD_COVERHEAD_TARGET;
7 //m_FullBody = true;
8 m_StanceMask = DayZPlayerConstants.STANCEMASK_ERECT | DayZPlayerConstants.STANCEMASK_CROUCH;
9 m_Text = "#ungag_person";
10 }
string m_Text
Definition ActionBase.c:49
int m_StanceMask
Definition ActionBase.c:53
Definition ActionUncoverHeadTarget.c:2
int m_CommandUID
Definition AnimatedActionBase.c:135
m_CallbackClass
Definition AnimatedActionBase.c:137
DayZPlayerConstants
defined in C++
Definition dayzplayer.c:602

Перекрестные ссылки AnimatedActionBase::m_CallbackClass, AnimatedActionBase::m_CommandUID, m_StanceMask и m_Text.

Методы

◆ ActionCondition()

override bool ActionCondition ( PlayerBase player,
ActionTarget target,
ItemBase item )
inlineprivate
25 {
27 if (Class.CastTo(targetPlayer, target.GetObject()))
28 {
29 if (IsWearingGag(targetPlayer) && null == player.GetHumanInventory().GetEntityInHands())
30 {
31 return true;
32 }
33 }
34 return false;
35 }
bool IsWearingGag(PlayerBase player)
Definition ActionUngagTarget.c:54
Super root of all classes in Enforce script.
Definition EnScript.c:11
Definition EntityAI.c:95
Definition PlayerBaseClient.c:2
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.

Перекрестные ссылки Class::CastTo() и IsWearingGag().

◆ CreateConditionComponents()

override void CreateConditionComponents ( )
inlineprivate
13 {
14
17 }
ref CCIBase m_ConditionItem
Definition ActionBase.c:55
ref CCTBase m_ConditionTarget
Definition ActionBase.c:56
Definition CCINone.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.

◆ GetInputType()

override GetInputType ( )
inlineprivate
20 {
22 }
Definition ActionInput.c:522

◆ IsWearingGag()

bool IsWearingGag ( PlayerBase player)
inlineprivate
55 {
57 Class.CastTo(attachment, player.GetInventory().FindAttachment(InventorySlots.MASK));
58 if (attachment && attachment.GetType() == "MouthRag")
59 {
60 return true;
61 }
62 return false;
63 }
Definition Building.c:6
provides access to slot configuration
Definition InventorySlots.c:6

Перекрестные ссылки Class::CastTo().

Используется в ActionCondition().

◆ OnFinishProgressServer()

override void OnFinishProgressServer ( ActionData action_data)
inlineprivate
38 {
39 PlayerBase ntarget = PlayerBase.Cast(action_data.m_Target.GetObject());
40 if (CanReceiveAction(action_data.m_Target))
41 {
43 Class.CastTo(attachment, ntarget.GetInventory().FindAttachment(InventorySlots.MASK));
44
45 if (attachment && attachment.GetType() == "MouthRag")
46 {
48 lamb.SetTransferParams(true, true, true, false, 1);
49 action_data.m_Player.ServerReplaceItemElsewhereWithNewInHands(lamb);
50 }
51 }
52 }
bool CanReceiveAction(ActionTarget target)
Definition ActionBase.c:638
Definition ActionUngagSelf.c:55

Перекрестные ссылки CanReceiveAction() и Class::CastTo().


Объявления и описания членов класса находятся в файле: