12 m_ActionData.m_ActionComponent =
new CAContinuousTime(m_ActionData.m_MainItem.GetDeployTime());
88 if (poActionData.
m_Player.GetHologramServer())
94 if (
g_Game.IsMultiplayer() && poActionData.
m_Player.GetHologramServer().IsColliding())
97 poActionData.
m_Player.GetHologramServer().PlaceEntity(entity_for_placing);
99 if (
g_Game.IsMultiplayer())
100 poActionData.
m_Player.GetHologramServer().CheckPowerSource();
105 Debug.
Log(
string.Format(
"Hologram of %1 found, deployment successful.", poActionData.
m_MainItem),
"hologramLogs");
106 Debug.
Log(
string.Format(
"Pos Comparison | player: %1 | hologram: %2 | action data: %3", poActionData.
m_Player.GetPosition(),poActionData.
m_Player.GetLocalProjectionPosition(),
position),
"hologramLogs");
124 poActionData.
m_MainItem.SetIsBeingPlaced(
false);
128 poActionData.
m_Player.PlacingCompleteServer();
135 super.OnItemLocationChanged(item);
137 if (!
g_Game.IsDedicatedServer())
146 super.OnUpdate(action_data);
153 item.GetInventory().GetCurrentInventoryLocation(loc);
164 bool accepted = super.AddActionJuncture(action_data);
169 targetEntity.GetInventory().GetCurrentInventoryLocation(targetIl);
172 if (!
g_Game.AddActionJuncture(action_data.
m_Player, targetEntity, 10000, action_data))
194 if (
g_Game.IsDedicatedServer())
196 player.LocalDropEntity(item);
198 player.SyncDeferredEventToRemotes();
202 player.LocalDropEntity(item);
212 vector rotation_matrix[3];
220 if (entity_for_placing.GetInventory().GetCurrentInventoryLocation(source))
224 if (
g_Game.IsMultiplayer())
225 action_data.
m_Player.ServerTakeToDst(source, destination);
237 action_data.
m_Player.GetDayZPlayerInventory().RedirectToHandEvent(
InventoryMode.LOCAL, source, destination);
InventoryMode
NOTE: PREDICTIVE is not to be used at all in multiplayer.
bool InventoryReservation(ActionData action_data)
ref CCIBase m_ConditionItem
ref CCTBase m_ConditionTarget
void ClearActionJuncture(ActionData action_data)
void DropDuringPlacing()
DEPRECATED.
ActionEat CreateActionComponent
InventoryLocationType
types of Inventory Location
void ActionContinuousBase()
ref array< ref InventoryLocation > m_ReservedInventoryLocations
override bool AddActionJuncture(ActionData action_data)
override bool HasTarget()
bool ActionUsesHologram()
void DropDuringPlacing(PlayerBase player)
override void OnFinishProgressServer(ActionData action_data)
override void OnItemLocationChanged(ItemBase item)
override void OnUpdate(ActionData action_data)
void MoveEntityToFinalPosition(ActionData action_data, vector position, vector orientation)
override ActionData CreateActionData()
override Vector2 GetCameraUDAngle()
override void CreateConditionComponents()
const float POSITION_OFFSET
override bool HasProgress()
ref array< ItemBase > m_MovedItems
void MoveEntityToFinalPositionSinglePlayer(ActionData action_data, InventoryLocation source, InventoryLocation destination)
Super root of all classes in Enforce script.
static void Log(string message=LOG_DEFAULT, string plugin=LOG_DEFAULT, string author=LOG_DEFAULT, string label=LOG_DEFAULT, string entity=LOG_DEFAULT)
Prints debug message with normal prio.
proto native int GetType()
returns type of InventoryLocation
proto native void SetGroundEx(EntityAI e, vector pos, float dir[4])
sets current inventory location type to Ground with transformation mat
override bool IsBasebuildingKit()
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.
static proto void MatrixToQuat(vector mat[3], out float d[4])
Converts rotation matrix to quaternion.
static proto void YawPitchRollMatrix(vector ang, out vector mat[3])
Creates rotation matrix from angles.
proto native bool IsCLIParam(string param)
Returns if command line argument is present.