DayZ 1.26
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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:61
string m_Text
Definition ActionBase.c:58
int m_StanceMask
Definition ActionBase.c:62
Definition ActionUnrestrainTargetEmpty.c:2
int m_CommandUID
Definition AnimatedActionBase.c:143
m_CallbackClass
Definition AnimatedActionBase.c:145
DayZPlayerConstants
defined in C++
Definition dayzplayer.c:602

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

Методы

◆ ActionCondition()

override bool ActionCondition ( PlayerBase player,
ActionTarget target,
ItemBase item )
inlineprivate
66 {
67 PlayerBase targetPlayer = PlayerBase.Cast(target.GetObject());
68 return targetPlayer && targetPlayer.IsRestrained();
69 }
Definition EntityAI.c:95
Definition PlayerBaseClient.c:2

◆ CreateConditionComponents()

override void CreateConditionComponents ( )
inlineprivate
60 {
63 }
ref CCIBase m_ConditionItem
Definition ActionBase.c:64
ref CCTBase m_ConditionTarget
Definition ActionBase.c:65
Definition CCINone.c:2
Definition CCTObject.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
39 {
41 }
Definition ActionInput.c:522

◆ OnEndClient()

override void OnEndClient ( ActionData action_data)
inlineprivate
96 {
97 if ( action_data.m_Player ) action_data.m_Player.TryHideItemInHands(false);
98 }

◆ OnEndServer()

override void OnEndServer ( ActionData action_data)
inlineprivate
53 {
54 super.OnEndServer(action_data);
55
56 action_data.m_Player.TryHideItemInHands(false);
57 }

◆ OnFinishProgressServer()

override void OnFinishProgressServer ( ActionData action_data)
inlineprivate
72 {
73 PlayerBase targetPlayer = PlayerBase.Cast(action_data.m_Target.GetObject());
74
75 if (CanReceiveAction(action_data.m_Target) && targetPlayer.IsRestrained())
76 {
77 EntityAI item_in_hands = targetPlayer.GetItemInHands();
78 targetPlayer.SetRestrained(false);
79 if (item_in_hands)
80 {
81 MiscGameplayFunctions.TransformRestrainItem(item_in_hands, null, action_data.m_Player, targetPlayer);
82 }
83 else
84 {
85 ErrorEx("Failed to obtain item in target player's hands during empty handed unrestraining");
86 }
87 }
88 }
bool CanReceiveAction(ActionTarget target)
Definition ActionBase.c:690
Definition Building.c:6
enum ShapeType ErrorEx

Перекрестные ссылки ActionBase::CanReceiveAction() и ErrorEx.

◆ OnStartClient()

override void OnStartClient ( ActionData action_data)
inlineprivate
91 {
92 action_data.m_Player.TryHideItemInHands(true);
93 }

◆ OnStartServer()

override void OnStartServer ( ActionData action_data)
inlineprivate
46 {
47 super.OnStartServer(action_data);
48
49 action_data.m_Player.TryHideItemInHands(true);
50 }

Объявления и описания членов класса находятся в файле: