Dayz 1.25
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Класс ActionUnpackGift
+ Граф наследования:ActionUnpackGift:

Закрытые члены

void ActionUnpackGift ()
 
override void CreateConditionComponents ()
 
override bool HasTarget ()
 
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)

◆ ActionUnpackGift()

void ActionUnpackGift ( )
inlineprivate
12 {
14 m_CommandUID = DayZPlayerConstants.CMD_ACTIONMOD_OPENITEM;
15 //m_FullBody = true;
16 m_StanceMask = DayZPlayerConstants.STANCEMASK_ERECT | DayZPlayerConstants.STANCEMASK_CROUCH;
18 m_Text = "#STR_Unwrap";
19 }
string m_Text
Definition ActionBase.c:49
float m_SpecialtyWeight
Definition ActionBase.c:68
int m_StanceMask
Definition ActionBase.c:53
Definition ActionUnpackGift.c:2
int m_CommandUID
Definition AnimatedActionBase.c:135
m_CallbackClass
Definition AnimatedActionBase.c:137
Definition ActionConstants.c:119
const float ROUGH_LOW
Definition ActionConstants.c:120
DayZPlayerConstants
defined in C++
Definition dayzplayer.c:602

Перекрестные ссылки AnimatedActionBase::m_CallbackClass, AnimatedActionBase::m_CommandUID, m_SpecialtyWeight, m_StanceMask, m_Text и UASoftSkillsWeight::ROUGH_LOW.

Методы

◆ ActionCondition()

override bool ActionCondition ( PlayerBase player,
ActionTarget target,
ItemBase item )
inlineprivate
33 {
34 return true;
35 }

◆ CreateConditionComponents()

override void CreateConditionComponents ( )
inlineprivate
22 {
25 }
ref CCIBase m_ConditionItem
Definition ActionBase.c:55
ref CCTBase m_ConditionTarget
Definition ActionBase.c:56
Definition CCINonRuined.c:2
Definition CCTSelf.c:2

Перекрестные ссылки m_ConditionItem и m_ConditionTarget.

◆ HasTarget()

override bool HasTarget ( )
inlineprivate
28 {
29 return false;
30 }

◆ OnFinishProgressServer()

override void OnFinishProgressServer ( ActionData action_data)
inlineprivate
38 {
39 ItemBase item = ItemBase.Cast(action_data.m_MainItem);
40
41 CargoBase cargo = item.GetInventory().GetCargo();
42
45
46 float dmg = item.GetHealth01("","");
47
48 if( dmg > 0.25 )
49 {
50 Object paper = GetGame().CreateObjectEx("GiftWrapPaper",action_data.m_Player.GetPosition(),ECE_PLACE_ON_SURFACE,RF_DEFAULT);
51 paper.SetHealth01("","", dmg - 0.25 );
52 }
53
54 for(int i = cargo.GetItemCount() - 1; i >= 0 ; i--)
55 {
56 EntityAI cargo_item = cargo.GetItem(i);
57
59 cargo_item.GetInventory().GetCurrentInventoryLocation(il_src);
60
61 if(GetGame().IsDedicatedServer())
62 action_data.m_Player.ServerTakeToDst( il_src, il_dst );
63 else
64 action_data.m_Player.LocalTakeToDst( il_src, il_dst );
65 }
66
67 item.DeleteSafe();
68 }
const int ECE_PLACE_ON_SURFACE
Definition CentralEconomy.c:37
const int RF_DEFAULT
Definition CentralEconomy.c:65
represents base for cargo storage for entities
Definition Cargo.c:7
Definition Building.c:6
script counterpart to engine's class Inventory
Definition Inventory.c:79
static bool SetGroundPosByOwner(EntityAI owner, notnull EntityAI item, out InventoryLocation ground)
Definition Inventory.c:1238
InventoryLocation.
Definition InventoryLocation.c:28
Definition InventoryItem.c:731
Definition ObjectTyped.c:2
Definition EntityAI.c:95
proto native CGame GetGame()

Перекрестные ссылки ECE_PLACE_ON_SURFACE, GetGame(), RF_DEFAULT и GameInventory::SetGroundPosByOwner().


Объявления и описания членов класса находятся в файле: