DayZ 1.27
DayZ Explorer by KGB
 
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ActionExitLadder.c
См. документацию.
2{
4 {
5 m_Text = "#exit_ladder";
6 }
7
8 override void CreateConditionComponents()
9 {
12 }
13
14 override bool ActionCondition( PlayerBase player, ActionTarget target, ItemBase item )
15 {
16 HumanCommandLadder cl = player.GetCommand_Ladder();
17 if (cl && cl.CanExit())
18 {
19 return true;
20 }
21
22 //if ( action_data.m_Player.IsOnLadder() ) return true;
23 return false;
24 }
25
27 override void Start( ActionData action_data )
28 {
29 super.Start( action_data );
30 HumanCommandLadder cl = action_data.m_Player.GetCommand_Ladder();
31 if (cl)
32 {
33 cl.Exit();
34 }
35 }
36
37 override bool IsInstant()
38 {
39 return true;
40 }
41
42 override bool CanBeUsedOnLadder()
43 {
44 return true;
45 }
46
47 override bool HasTarget()
48 {
49 return false;
50 }
51};
ActionBase ActionData
Определения ActionBase.c:30
class ActionTargets ActionTarget
string m_Text
Определения ActionBase.c:58
ref CCIBase m_ConditionItem
Определения ActionBase.c:64
ref CCTBase m_ConditionTarget
Определения ActionBase.c:65
override bool HasTarget()
Определения ActionExitLadder.c:47
override bool IsInstant()
Определения ActionExitLadder.c:37
override void CreateConditionComponents()
Определения ActionExitLadder.c:8
void ActionExitLadder()
Определения ActionExitLadder.c:3
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
Определения ActionExitLadder.c:14
override void Start(ActionData action_data)
Определения ActionExitLadder.c:27
override bool CanBeUsedOnLadder()
Определения ActionExitLadder.c:42
void ActionInteractBase()
Определения ActionInteractBase.c:43
Определения CCINone.c:2
Определения CCTNone.c:2
proto native void Exit()
proto native bool CanExit()
returns true if on exiting point
Определения human.c:645
Определения InventoryItem.c:731
Определения PlayerBaseClient.c:2