DayZ 1.27
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◆ Execute()

override int CAContinuousRepeatFishing::Execute ( ActionData action_data)
inlineprotected

См. определение в файле CAContinuousRepeatFishing.c строка 15

16 {
17 if (!action_data.m_Player)
18 {
19 return UA_ERROR;
20 }
21
23 {
24 m_TimeElpased += action_data.m_Player.GetDeltaT();
25 m_TotalTimeElpased += action_data.m_Player.GetDeltaT();
26
27 //handle signal triggers
29 {
31 {
33 {
34 m_SignalTriggered = true;
35 OnSignalStart(action_data);
36 }
38 {
39 m_SignalTriggered = false;
40 OnSignalEnd(action_data);
41 }
42 }
43 }
44 }
45 else
46 {
48 OnCompletePogress(action_data);
49
50 m_SignalTriggered = false;
51 }
52
53 FishingActionData fad = FishingActionData.Cast(action_data);
54 if (fad.m_FishingResult != -1)
55 {
56 return UA_FINISHED;
57 }
58 else
59 {
60 return UA_PROCESSING;
61 }
62 }
void OnCompletePogress(ActionData action_data)
Определения CAContinuousBase.c:8
float m_TimeElpased
Определения CAContinuousRepeat.c:3
float m_TotalTimeElpased
Определения CAContinuousRepeat.c:4
float m_TimeToComplete
Определения CAContinuousRepeat.c:5
void OnSignalStart(ActionData action_data)
Определения CAContinuousRepeatFishing.c:121
void OnSignalEnd(ActionData action_data)
Определения CAContinuousRepeatFishing.c:132
const int UA_FINISHED
Определения constants.c:464
const int UA_ERROR
Определения constants.c:483
const int UA_PROCESSING
Определения constants.c:462

Перекрестные ссылки ActionData, m_SignalDuration, m_SignalEndTime, m_SignalStartTime, m_SignalTriggered, CAContinuousRepeat::m_TimeElpased, CAContinuousRepeat::m_TimeToComplete, CAContinuousRepeat::m_TotalTimeElpased, NO_SIGNAL, CAContinuousBase::OnCompletePogress(), OnSignalEnd(), OnSignalStart(), UA_ERROR, UA_FINISHED и UA_PROCESSING.