Dayz 1.25
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Класс ActionFillBrakes
+ Граф наследования:ActionFillBrakes:

Закрытые члены

void ActionFillBrakes ()
 
override void CreateConditionComponents ()
 
override bool ActionCondition (PlayerBase player, ActionTarget target, ItemBase item)
 
override void OnEndAnimationLoopServer (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)
 

Подробное описание

Конструктор(ы)

◆ ActionFillBrakes()

void ActionFillBrakes ( )
inlineprivate
14 {
16 m_CommandUID = DayZPlayerConstants.CMD_ACTIONFB_EMPTY_VESSEL;
17 m_StanceMask = DayZPlayerConstants.STANCEMASK_ERECT | DayZPlayerConstants.STANCEMASK_CROUCH;
18 m_FullBody = true;
20 m_LockTargetOnUse = false;
21 m_Text = "#refill_car";
22 }
bool m_FullBody
Definition ActionBase.c:52
string m_Text
Definition ActionBase.c:49
bool m_LockTargetOnUse
Definition ActionBase.c:51
float m_SpecialtyWeight
Definition ActionBase.c:68
int m_StanceMask
Definition ActionBase.c:53
Definition ActionFillBrakes.c:2
int m_CommandUID
Definition AnimatedActionBase.c:135
m_CallbackClass
Definition AnimatedActionBase.c:137
Definition ActionConstants.c:119
const float PRECISE_LOW
Definition ActionConstants.c:123
DayZPlayerConstants
defined in C++
Definition dayzplayer.c:602

Перекрестные ссылки AnimatedActionBase::m_CallbackClass, AnimatedActionBase::m_CommandUID, m_FullBody, m_LockTargetOnUse, m_SpecialtyWeight, m_StanceMask, m_Text и UASoftSkillsWeight::PRECISE_LOW.

Методы

◆ ActionCondition()

override bool ActionCondition ( PlayerBase player,
ActionTarget target,
ItemBase item )
inlineprivate
31 {
32 if( !target || !IsTransport(target) )
33 return false;
34
35 if( item.GetQuantity() <= 0 )
36 return false;
37
38 Car car = Car.Cast( target.GetObject() );
39 if( !car )
40 return false;
41
42 if( car.GetFluidFraction( CarFluid.BRAKE ) >= 0.98 )
43 return false;
44
45 float distance = Math.AbsFloat(vector.Distance(car.GetPosition(), player.GetPosition()));
46
48 if( distance <= carS.GetActionDistanceFuel() )
49 {
51 target.GetObject().GetActionComponentNameList(target.GetComponentIndex(), selections);
52
53 for (int s = 0; s < selections.Count(); s++)
54 {
55 if ( selections[s] == carS.GetActionCompNameBrakes() )
56 {
57 return true;
58 }
59 }
60 }
61 return false;
62 }
bool IsTransport(ActionTarget target)
Definition ActionBase.c:923
CarFluid
Type of vehicle's fluid. (native, do not change or extend)
Definition Car.c:19
Definition CivilianSedan.c:2
Definition EnMath.c:7
Definition EntityAI.c:95
Definition EnConvert.c:106
static proto native float Distance(vector v1, vector v2)
Returns the distance between tips of two 3D vectors.
static proto float AbsFloat(float f)
Returns absolute value.

Перекрестные ссылки Math::AbsFloat(), vector::Distance() и IsTransport().

◆ CreateConditionComponents()

override void CreateConditionComponents ( )
inlineprivate
25 {
28 }
ref CCIBase m_ConditionItem
Definition ActionBase.c:55
ref CCTBase m_ConditionTarget
Definition ActionBase.c:56
Definition CCINonRuined.c:2
Definition CCTNone.c:2

Перекрестные ссылки m_ConditionItem и m_ConditionTarget.

◆ OnEndAnimationLoopServer()

override void OnEndAnimationLoopServer ( ActionData action_data)
inlineprivate
65 {
66 if ( action_data.m_MainItem && action_data.m_MainItem.GetQuantity() <= 0.01 )
67 {
68 action_data.m_MainItem.SetQuantity(0);
69 }
70 }

Объявления и описания членов класса находятся в файле: