DayZ 1.27
DayZ Explorer by KGB
 
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◆ OnFinishProgressServer()

override void OnFinishProgressServer ( ActionData action_data)

См. определение в файле ActionLightItemOnFire.c строка 103

104 {
105 ClearActionJuncture(action_data);
106 ItemBase target_item = ItemBase.Cast( action_data.m_Target.GetObject() );
107 ItemBase item = action_data.m_MainItem;
108
109 bool is_ignition_successful;
110 ItemBase ignited_item; //item that was lit on fire
111 ItemBase fire_source_item; //item that was the source of fire
112
113 if ( item.CanIgniteItem( target_item ) )
114 {
115 is_ignition_successful = target_item.IsThisIgnitionSuccessful( item );
116 ignited_item = target_item;
117 fire_source_item = item;
118 }
119 else if ( item.CanBeIgnitedBy( target_item ) )
120 {
121 is_ignition_successful = target_item.IsTargetIgnitionSuccessful( item );
122 ignited_item = item;
123 fire_source_item = target_item;
124 }
125
126 if ( is_ignition_successful )
127 {
128 fire_source_item.OnIgnitedTarget( ignited_item );
129 ignited_item.OnIgnitedThis( fire_source_item );
130 }
131 else
132 {
133 fire_source_item.OnIgnitedTargetFailed( ignited_item );
134 ignited_item.OnIgnitedThisFailed( fire_source_item );
135 }
136 }
override bool IsThisIgnitionSuccessful(EntityAI item_source=NULL)
Определения BandageDressing.c:32
override void OnIgnitedThis(EntityAI fire_source)
Определения BandageDressing.c:27
override void OnIgnitedTargetFailed(EntityAI target_item)
Определения HandDrillKit.c:17
override void OnIgnitedTarget(EntityAI target_item)
Определения BandageDressing.c:23
override bool CanBeIgnitedBy(EntityAI igniter=NULL)
Определения BandageDressing.c:11
override bool CanIgniteItem(EntityAI ignite_target=NULL)
Определения BandageDressing.c:18
Определения InventoryItem.c:731

Перекрестные ссылки ActionData, ItemBase::CanBeIgnitedBy(), ItemBase::CanIgniteItem(), ActionBase::ClearActionJuncture(), ItemBase::IsThisIgnitionSuccessful(), ItemBase::OnIgnitedTarget(), ItemBase::OnIgnitedTargetFailed() и ItemBase::OnIgnitedThis().