DayZ 1.27
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◆ OnFinishProgressServer()

override void ActionCraftBolts::OnFinishProgressServer ( ActionData action_data)
inlineprotected

См. определение в файле ActionCraftBolts.c строка 91

92 {
93 ItemBase knife;
94 ItemBase material;
95
96 bool added = false;
97
99 {
100 //knife in hands
101 knife = action_data.m_MainItem;
102 material = ItemBase.Cast(action_data.m_Target.GetObject());
103 }
104 else
105 {
106 // material in hands
107 material = action_data.m_MainItem;
108 knife = ItemBase.Cast(action_data.m_Target.GetObject());
109 }
110
111 if (!material || !knife)
112 return;
113
114 if (m_ResultEntity)
115 {
116 if (m_ResultEntity.GetAmmoCount() < m_ResultEntity.GetAmmoMax())
117 {
118 m_ResultEntity.ServerAddAmmoCount(1);
119 added = true;
120 }
121 }
122
123 if (!added)
124 {
125 m_ResultEntity = Ammunition_Base.Cast(action_data.m_Player.SpawnEntityOnGroundRaycastDispersed("Ammo_ImprovisedBolt_1"));
126 m_ResultEntity.SetHealth("", "", material.GetHealth("", ""));
127 m_ResultEntity.ServerSetAmmoCount(1);
128 }
129
130 material.AddQuantity(-1);
131 knife.AddHealth("","",-3);
132 }
Bolt_Base Ammunition_Base
class GP5GasMask extends MaskBase ItemBase
Ammunition_Base m_ResultEntity
Определения ActionCraftBolts.c:16
bool m_IsKnifeInHands
Определения ActionCraftBolts.c:15

Перекрестные ссылки ActionData, m_IsKnifeInHands и m_ResultEntity.