Dayz 1.25
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Файл ActionSewSelf.c

См. исходные тексты.

Структуры данных

class  ActionSewSelfCB
 

Функции

ActionSewSelfCB ActionContinuousBaseCB ActionSewSelf ()
 
override void CreateActionComponent ()
 
override void CreateConditionComponents ()
 
override bool HasTarget ()
 
override bool ActionCondition (PlayerBase player, ActionTarget target, ItemBase item)
 
override void OnFinishProgressServer (ActionData action_data)
 
override void ApplyBandage (ItemBase item, PlayerBase player)
 

Функции

◆ ActionCondition()

override bool ActionCondition ( PlayerBase player,
ActionTarget target,
ItemBase item )
33 {
34 if (!super.ActionCondition(player, target, item))
35 return false;
36
37 return player.IsBleeding();
38 }
Definition EntityAI.c:95

◆ ActionSewSelf()

12 {
13 m_CallbackClass = ActionSewSelfCB;
14 m_CommandUID = DayZPlayerConstants.CMD_ACTIONFB_STITCHUPSELF;
15 m_FullBody = true;
16 m_StanceMask = DayZPlayerConstants.STANCEMASK_ERECT | DayZPlayerConstants.STANCEMASK_CROUCH;
17
18 m_Text = "#sew_cuts";
19 }
bool m_FullBody
Definition ActionBase.c:52
string m_Text
Definition ActionBase.c:49
int m_StanceMask
Definition ActionBase.c:53
Definition ActionSewSelf.c:2
DayZPlayerConstants
defined in C++
Definition dayzplayer.c:602

Используется в ActionConstructor::RegisterActions() и SewingKit::SetActions().

◆ ApplyBandage()

override void ApplyBandage ( ItemBase item,
PlayerBase player )
48 {
49 if (player.GetBleedingManagerServer())
50 player.GetBleedingManagerServer().RemoveMostSignificantBleedingSourceEx(item);
51
52 PluginTransmissionAgents transmissionAgents = PluginTransmissionAgents.Cast(GetPlugin(PluginTransmissionAgents));
54
55 if (item.HasQuantity())
56 item.AddQuantity(-20, true);
57 else
58 item.Delete();
59 }
PluginBase GetPlugin(typename plugin_type)
Definition PluginManager.c:316
const int AGT_ITEM_TO_FLESH
Definition constants.c:475

Перекрестные ссылки AGT_ITEM_TO_FLESH и GetPlugin().

◆ CreateActionComponent()

override void CreateActionComponent ( )
12 {
13 m_CallbackClass = ActionSewSelfCB;
14 m_CommandUID = DayZPlayerConstants.CMD_ACTIONFB_STITCHUPSELF;
15 m_FullBody = true;

Перекрестные ссылки m_FullBody, m_StanceMask и m_Text.

◆ CreateConditionComponents()

override void CreateConditionComponents ( )
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 ( )
28 {
29 return false;
30 }

◆ OnFinishProgressServer()

override void OnFinishProgressServer ( ActionData action_data)
41 {
42 PlayerBase player = PlayerBase.Cast(action_data.m_Player);
43 if (action_data.m_MainItem && player)
44 ApplyBandage(action_data.m_MainItem, player);
45 }
override void ApplyBandage(ItemBase item, PlayerBase player)
Definition ActionSewSelf.c:47
Definition PlayerBaseClient.c:2

Перекрестные ссылки ActionBandageBase::ApplyBandage().