DayZ 1.26
DayZ Explorer by KGB
Загрузка...
Поиск...
Не найдено
Класс ActionCheckPulseTarget
+ Граф наследования:ActionCheckPulseTarget:

Закрытые члены

void ActionCheckPulseTarget ()
 
override bool ActionCondition (PlayerBase player, ActionTarget target, ItemBase item)
 
override GetInputType ()
 
override void CreateConditionComponents ()
 
override void OnFinishProgressServer (ActionData action_data)
 
override void OnFinishProgressClient (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)
 

Закрытые статические члены

static string GetPulseMessage (EPulseType pulse_type, int blood_level)
 

Закрытые данные

const int TARGET_IRREGULAR_PULSE_BIT = 1 << 31
 

Подробное описание

Конструктор(ы)

◆ ActionCheckPulseTarget()

void ActionCheckPulseTarget ( )
inlineprivate
14 {
16 m_CommandUID = DayZPlayerConstants.CMD_ACTIONFB_CHECKPULSE;
17 m_FullBody = true;
18 m_StanceMask = DayZPlayerConstants.STANCEMASK_CROUCH;
20 m_Text = "#check_pulse_target";
21 }
bool m_FullBody
Definition ActionBase.c:61
string m_Text
Definition ActionBase.c:58
float m_SpecialtyWeight
Definition ActionBase.c:77
int m_StanceMask
Definition ActionBase.c:62
Definition ActionCheckPulseTarget.c:2
int m_CommandUID
Definition AnimatedActionBase.c:143
m_CallbackClass
Definition AnimatedActionBase.c:145
Definition EntityAI.c:95
DayZPlayerConstants
defined in C++
Definition dayzplayer.c:602

Перекрестные ссылки AnimatedActionBase::m_CallbackClass, AnimatedActionBase::m_CommandUID, ActionBase::m_FullBody, ActionBase::m_SpecialtyWeight, ActionBase::m_StanceMask и ActionBase::m_Text.

Методы

◆ ActionCondition()

override bool ActionCondition ( PlayerBase player,
ActionTarget target,
ItemBase item )
inlineprivate
68 {
69 PlayerBase ntarget = PlayerBase.Cast( target.GetObject() );
70 if( ntarget && ntarget.IsAlive())
71 {
72 return true;
73 }
74 return false;
75 }
Definition PlayerBaseClient.c:2

◆ CreateConditionComponents()

override void CreateConditionComponents ( )
inlineprivate
82 {
85 }
ref CCIBase m_ConditionItem
Definition ActionBase.c:64
ref CCTBase m_ConditionTarget
Definition ActionBase.c:65
Definition CCINone.c:2
Definition CCTMan.c:2
Definition ActionConstants.c:106
const float DEFAULT
Definition ActionConstants.c:108

Перекрестные ссылки UAMaxDistances::DEFAULT, ActionBase::m_ConditionItem и ActionBase::m_ConditionTarget.

◆ GetInputType()

override GetInputType ( )
inlineprivate
77 {
79 }
Definition ActionInput.c:522

◆ GetPulseMessage()

static string GetPulseMessage ( EPulseType pulse_type,
int blood_level )
inlinestaticprivate
24 {
25 //builds string table keys:
26
27 //pulse_strong
28 //pulse_decent
29 //pulse_moderate
30 //pulse_weak
31 //pulse_faint
32 //pulse_strong_irregular
33 //pulse_decent_irregular
34 //pulse_moderate_irregular
35 //pulse_weak_irregular
36 //pulse_faint_irregular
37
38 string blood_msg = "strong";
39 string pulse_msg = "";
40
41 if(pulse_type == EPulseType.IRREGULAR)
42 {
43 pulse_msg = "_irregular";
44 }
45 if( blood_level == EStatLevels.HIGH )
46 {
47 blood_msg = "decent";
48 }
49 if( blood_level == EStatLevels.MEDIUM )
50 {
51 blood_msg = "moderate";
52 }
53 if( blood_level == EStatLevels.LOW )
54 {
55 blood_msg = "weak";
56 }
57 if( blood_level == EStatLevels.CRITICAL )
58 {
59 blood_msg = "faint";
60 }
61 //string message = blood_msg + " " + pulse_msg + " pulse";
62 string message = "#"+ "pulse_" + blood_msg + pulse_msg;
63 return message;
64
65 }
EPulseType
Definition EPulseType.c:2
EStatLevels
Definition EStatLevels.c:2

◆ OnFinishProgressClient()

override void OnFinishProgressClient ( ActionData action_data)
inlineprivate
103 {
104 PlayerBase ntarget = PlayerBase.Cast( action_data.m_Target.GetObject() );
105
106 if(ntarget)
107 {
108 action_data.m_Player.m_CheckPulseLastTarget = ntarget;
109 }
110 }

◆ OnFinishProgressServer()

override void OnFinishProgressServer ( ActionData action_data)
inlineprivate
88 {
89 PlayerBase target_player = PlayerBase.Cast(action_data.m_Target.GetObject());
90 if (target_player)
91 {
92 PlayerBase player = action_data.m_Player;
93 CachedObjectsParams.PARAM1_INT.param1 = target_player.GetStatLevelBlood();
94 bool pulse_type = target_player.GetPulseType();
95 if (pulse_type == EPulseType.IRREGULAR)
97
98 GetGame().RPCSingleParam( player ,ERPCs.RPC_CHECK_PULSE, CachedObjectsParams.PARAM1_INT, true, player.GetIdentity() );
99 }
100 }
ERPCs
Definition ERPCs.c:2
const int TARGET_IRREGULAR_PULSE_BIT
Definition ActionCheckPulseTarget.c:11
Definition UtilityClasses.c:10
static ref Param1< int > PARAM1_INT
Definition UtilityClasses.c:11
proto native CGame GetGame()

Перекрестные ссылки GetGame(), CachedObjectsParams::PARAM1_INT и TARGET_IRREGULAR_PULSE_BIT.

Поля

◆ TARGET_IRREGULAR_PULSE_BIT

const int TARGET_IRREGULAR_PULSE_BIT = 1 << 31
private

Используется в OnFinishProgressServer().


Объявления и описания членов класса находятся в файле: