Dayz 1.25
Dayz Code Explorer by KGB
Загрузка...
Поиск...
Не найдено
Файл FirearmActionLoadBullet.c

См. исходные тексты.

Структуры данных

class  FirearmActionLoadBullet
 

Функции

FirearmActionLoadBullet FirearmActionBase FirearmActionLoadBulletQuick ()
 
void FirearmActionLoadBullet ()
 
override int GetActionCategory ()
 
override bool ActionCondition (PlayerBase player, ActionTarget target, ItemBase item)
 
override void Start (ActionData action_data)
 
override Object GetDisplayInteractObject (PlayerBase player, ActionTarget target)
 
override bool CanBePerformedFromInventory ()
 
override bool CanBePerformedFromQuickbar ()
 
override GetInputType ()
 
override void CreateConditionComponents ()
 
override bool HasProgress ()
 
override bool SetupAction (PlayerBase player, ActionTarget target, ItemBase item, out ActionData action_data, Param extra_data=NULL)
 

Функции

◆ ActionCondition()

override bool ActionCondition ( PlayerBase player,
ActionTarget target,
ItemBase item )
14 {
15 if (!super.ActionCondition(player, target, item))
16 return false;
17
18 HumanCommandWeapons hcw = player.GetCommandModifier_Weapons();
19 if (!target.GetObject())
20 return false;
21
23 EntityAI entity = EntityAI.Cast(target.GetObject());
24 if (entity && entity.IsManagingArrows() && entity.IsDamageDestroyed())
25 {
26 ArrowManagerBase arrowManager = ArrowManagerBase.Cast(entity.GetArrowManager());
27 if (arrowManager)
28 mag = Magazine.Cast(arrowManager.GetFirstArrow());
29 }
30 else
31 mag = Magazine.Cast(target.GetObject());
32
Definition ArrowManagerBase.c:2
Definition Building.c:6
Definition human.c:987
Definition EntityAI.c:95

◆ CanBePerformedFromInventory()

override bool CanBePerformedFromInventory ( )

◆ CanBePerformedFromQuickbar()

override bool CanBePerformedFromQuickbar ( )

◆ CreateConditionComponents()

override void CreateConditionComponents ( )
91 {
94 }
ref CCIBase m_ConditionItem
Definition ActionBase.c:55
ref CCTBase m_ConditionTarget
Definition ActionBase.c:56
Definition CCINonRuined.c:2
Definition CCTSelf.c:2

Перекрестные ссылки m_ConditionItem и m_ConditionTarget.

◆ FirearmActionLoadBullet()

void FirearmActionLoadBullet ( )
1{
void FirearmActionLoadBullet()
Definition FirearmActionLoadBullet.c:0
Definition FirearmActionBase.c:2

◆ FirearmActionLoadBulletQuick()

◆ GetActionCategory()

override int GetActionCategory ( )

◆ GetDisplayInteractObject()

override Object GetDisplayInteractObject ( PlayerBase player,
ActionTarget target )
58 {
59 EntityAI entity = EntityAI.Cast(target.GetObject());
60 if (!entity || (entity && entity.IsManagingArrows() && !entity.IsDamageDestroyed()))
61 return null;
62
63 ArrowManagerBase arrowManager = entity.GetArrowManager();
64 if (arrowManager)
65 return arrowManager.GetFirstArrow();

◆ GetInputType()

override GetInputType ( )
86 {
88 }
Definition ActionInput.c:908

◆ HasProgress()

override bool HasProgress ( )
97 {
98 return false;
99 }

◆ SetupAction()

override bool SetupAction ( PlayerBase player,
ActionTarget target,
ItemBase item,
out ActionData action_data,
Param extra_data = NULL )
113 {
114 if (super.SetupAction(player, target, item, action_data, extra_data))
115 {
116 #ifndef SERVER
117 ActionTarget newTarget = new ActionTarget(player.GetWeaponManager().GetPreparedMagazine(), null, -1, vector.Zero, -1);
118 action_data.m_Target = newTarget;
119 #endif
120
121 return true;
122 }
123
124 return false;
125 }
class ActionTargets ActionTarget
Definition EnConvert.c:106
static const vector Zero
Definition EnConvert.c:110

Перекрестные ссылки ActionTarget и vector::Zero.

◆ Start()

override void Start ( ActionData action_data)
38 {
39 super.Start(action_data);
40
42 EntityAI entity = EntityAI.Cast(action_data.m_Target.GetObject());
43 if (entity && entity.IsManagingArrows() && entity.IsDamageDestroyed())
44 {
45 ArrowManagerBase arrowManager = ArrowManagerBase.Cast(entity.GetArrowManager());
46 if (arrowManager)
47 {
48 mag = Magazine.Cast(arrowManager.AcquireFirstArrow(false));
49 }
50 }
51 else
52 mag = Magazine.Cast(action_data.m_Target.GetObject());