Dayz 1.25
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Файл ActionSewTarget.c

См. исходные тексты.

Структуры данных

class  ActionSewTargetCB
 

Функции

ActionSewTargetCB ActionContinuousBaseCB ActionSewTarget ()
 
override void CreateActionComponent ()
 
override void CreateConditionComponents ()
 
override bool ActionCondition (PlayerBase player, ActionTarget target, ItemBase item)
 
override void OnFinishProgressServer (ActionData action_data)
 
override void ApplyBandage (ItemBase item, PlayerBase player)
 

Функции

◆ ActionCondition()

override bool ActionCondition ( PlayerBase player,
ActionTarget target,
ItemBase item )
28 {
29 if (!super.ActionCondition(player, target, item))
30 return false;
31
32 PlayerBase otherPlayer = PlayerBase.Cast(target.GetObject());
33 return otherPlayer.IsBleeding();
34 }
Definition EntityAI.c:95
Definition PlayerBaseClient.c:2

◆ ActionSewTarget()

12 {
13 m_CallbackClass = ActionSewTargetCB;
14 m_CommandUID = DayZPlayerConstants.CMD_ACTIONFB_INTERACT;
15 m_FullBody = true;
16 m_StanceMask = DayZPlayerConstants.STANCEMASK_ERECT | DayZPlayerConstants.STANCEMASK_CROUCH;
17
18 m_Text = "#sew_targets_cuts";
19 }
bool m_FullBody
Definition ActionBase.c:52
string m_Text
Definition ActionBase.c:49
int m_StanceMask
Definition ActionBase.c:53
Definition ActionSewTarget.c:2
DayZPlayerConstants
defined in C++
Definition dayzplayer.c:602

Используется в ActionConstructor::RegisterActions() и SewingKit::SetActions().

◆ ApplyBandage()

override void ApplyBandage ( ItemBase item,
PlayerBase player )
47 {
48 if (player.GetBleedingManagerServer())
49 player.GetBleedingManagerServer().RemoveMostSignificantBleedingSourceEx(item);
50
51 PluginTransmissionAgents transmissionAgents = PluginTransmissionAgents.Cast(GetPlugin(PluginTransmissionAgents));
53
54 if (item.HasQuantity())
55 item.AddQuantity(-20, true);
56 else
57 item.Delete();
58 }
PluginBase GetPlugin(typename plugin_type)
Definition PluginManager.c:316
const int AGT_ITEM_TO_FLESH
Definition constants.c:475

Перекрестные ссылки AGT_ITEM_TO_FLESH и GetPlugin().

◆ CreateActionComponent()

override void CreateActionComponent ( )
12 {
13 m_CallbackClass = ActionSewTargetCB;
14 m_CommandUID = DayZPlayerConstants.CMD_ACTIONFB_INTERACT;
15 m_FullBody = true;

Перекрестные ссылки m_FullBody, m_StanceMask и m_Text.

◆ CreateConditionComponents()

override void CreateConditionComponents ( )
22 {
25 }
ref CCIBase m_ConditionItem
Definition ActionBase.c:55
ref CCTBase m_ConditionTarget
Definition ActionBase.c:56
Definition CCINonRuined.c:2
Definition CCTMan.c:2
Definition ActionConstants.c:105
const float DEFAULT
Definition ActionConstants.c:107

Перекрестные ссылки UAMaxDistances::DEFAULT, m_ConditionItem и m_ConditionTarget.

◆ OnFinishProgressServer()

override void OnFinishProgressServer ( ActionData action_data)
37 {
38 if (CanReceiveAction(action_data.m_Target))
39 {
40 PlayerBase player = PlayerBase.Cast(action_data.m_Target.GetObject());
41 if (action_data.m_MainItem && player)
42 ApplyBandage(action_data.m_MainItem, player);
43 }
44 }
bool CanReceiveAction(ActionTarget target)
Definition ActionBase.c:638
override void ApplyBandage(ItemBase item, PlayerBase player)
Definition ActionSewTarget.c:46

Перекрестные ссылки ActionBandageBase::ApplyBandage() и CanReceiveAction().