Dayz 1.25
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Класс ActionUnrestrainTargetHands
+ Граф наследования:ActionUnrestrainTargetHands:

Закрытые члены

void ActionUnrestrainTargetHands ()
 
override GetInputType ()
 
override void OnStartServer (ActionData action_data)
 
override void OnEndServer (ActionData action_data)
 
override void CreateConditionComponents ()
 
override bool ActionCondition (PlayerBase player, ActionTarget target, ItemBase item)
 
override void OnFinishProgressServer (ActionData action_data)
 
override void OnStartClient (ActionData action_data)
 
override void OnEndClient (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)

◆ ActionUnrestrainTargetHands()

void ActionUnrestrainTargetHands ( )
inlineprivate
30 {
32 m_CommandUID = DayZPlayerConstants.CMD_ACTIONFB_RESTRAINTARGET;
33 m_FullBody = true;
34 m_StanceMask = DayZPlayerConstants.STANCEMASK_CROUCH;
35 m_Text = "#unrestrain";
36 }
bool m_FullBody
Definition ActionBase.c:52
string m_Text
Definition ActionBase.c:49
int m_StanceMask
Definition ActionBase.c:53
Definition ActionUnrestrainTargetEmpty.c:2
int m_CommandUID
Definition AnimatedActionBase.c:135
m_CallbackClass
Definition AnimatedActionBase.c:137
DayZPlayerConstants
defined in C++
Definition dayzplayer.c:602

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

Методы

◆ ActionCondition()

override bool ActionCondition ( PlayerBase player,
ActionTarget target,
ItemBase item )
inlineprivate
62 {
63 PlayerBase targetPlayer = PlayerBase.Cast(target.GetObject());
64 return targetPlayer && targetPlayer.IsRestrained();
65 }
Definition EntityAI.c:95
Definition PlayerBaseClient.c:2

◆ CreateConditionComponents()

override void CreateConditionComponents ( )
inlineprivate
56 {
59 }
ref CCIBase m_ConditionItem
Definition ActionBase.c:55
ref CCTBase m_ConditionTarget
Definition ActionBase.c:56
Definition CCINone.c:2
Definition CCTObject.c:2
Definition ActionConstants.c:105
const float DEFAULT
Definition ActionConstants.c:107

Перекрестные ссылки UAMaxDistances::DEFAULT, m_ConditionItem и m_ConditionTarget.

◆ GetInputType()

override GetInputType ( )
inlineprivate
39 {
41 }
Definition ActionInput.c:522

◆ OnEndClient()

override void OnEndClient ( ActionData action_data)
inlineprivate
92 {
93 if ( action_data.m_Player ) action_data.m_Player.TryHideItemInHands(false);
94 }

◆ OnEndServer()

override void OnEndServer ( ActionData action_data)
inlineprivate
51 {
52 action_data.m_Player.TryHideItemInHands(false);
53 }

◆ OnFinishProgressServer()

override void OnFinishProgressServer ( ActionData action_data)
inlineprivate
68 {
69 PlayerBase targetPlayer = PlayerBase.Cast(action_data.m_Target.GetObject());
70
71 if (CanReceiveAction(action_data.m_Target) && targetPlayer.IsRestrained())
72 {
73 EntityAI item_in_hands = targetPlayer.GetItemInHands();
74 targetPlayer.SetRestrained(false);
75 if (item_in_hands)
76 {
77 MiscGameplayFunctions.TransformRestrainItem(item_in_hands, null, action_data.m_Player, targetPlayer);
78 }
79 else
80 {
81 ErrorEx("Failed to obtain item in target player's hands during empty handed unrestraining");
82 }
83 }
84 }
bool CanReceiveAction(ActionTarget target)
Definition ActionBase.c:638
Definition Building.c:6
enum ShapeType ErrorEx

Перекрестные ссылки CanReceiveAction() и ErrorEx.

◆ OnStartClient()

override void OnStartClient ( ActionData action_data)
inlineprivate
87 {
88 action_data.m_Player.TryHideItemInHands(true);
89 }

◆ OnStartServer()

override void OnStartServer ( ActionData action_data)
inlineprivate
46 {
47 action_data.m_Player.TryHideItemInHands(true);
48 }

Объявления и описания членов класса находятся в файле: