DayZ 1.26
DayZ Explorer by KGB
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Класс DropEquipAndDestroyRootLambda

this one is a bit special: it drops all items and destroys the ex-root of the hierarchy Подробнее...

+ Граф наследования:DropEquipAndDestroyRootLambda:

Закрытые члены

void DropEquipAndDestroyRootLambda (EntityAI old_item, string new_item_type, PlayerBase player)
 
override void CopyOldPropertiesToNew (notnull EntityAI old_item, EntityAI new_item)
 
- Закрытые члены унаследованные от ReplaceItemWithNewLambdaBase
bool WantCreateNewEntity ()
 
bool CanExecuteLambda ()
 
bool PrepareLocations ()
 Step A. - prepare inventory locations.
 
void RemoveOldItemFromLocation ()
 Step B. - free location for new item @NOTE this operation does not delete the object, only removes it from inventory location.
 
void UndoRemoveOldItemFromLocation ()
 
void RemoveNetworkObjectInfo ()
 Step C. - remove network part of the object @NOTE this operation does not delete the object, only removes its network part (and deletes it on client)
 
void UndoRemoveNetworkObjectInfo ()
 
EntityAI CreateNewEntity ()
 Step D. - create new entity (LOCAL) with specified type.
 
void CopyOldPropertiesToNew (notnull EntityAI old_item, EntityAI new_item)
 Step E. copy properties from old object to the created one.
 
void DeleteOldEntity ()
 Step F. - deletes physically old item.
 
void CreateNetworkObjectInfo (EntityAI new_item)
 Step G. - create NetworkObjectInfo for new item.
 
void OnSuccess (EntityAI new_item)
 Step H. - notification on finish.
 
void OnAbort ()
 Step Out - notification on abort.
 
void Execute (HumanInventoryWithFSM fsm_to_notify=null)
 
string DumpToString ()
 

Закрытые данные

PlayerBase m_Player
 
- Закрытые данные унаследованные от ReplaceItemWithNewLambdaBase
ref InventoryLocation m_OldLocation
 
ref InventoryLocation m_NewLocation
 
bool m_RemoveFromLocationPassed = false
 

Подробное описание

this one is a bit special: it drops all items and destroys the ex-root of the hierarchy

Конструктор(ы)

◆ DropEquipAndDestroyRootLambda()

void DropEquipAndDestroyRootLambda ( EntityAI old_item,
string new_item_type,
PlayerBase player )
inlineprivate
120 {
122 }
PlayerBase m_Player
Definition MiscGameplayFunctions.c:117
Definition EntityAI.c:95

Перекрестные ссылки m_Player.

Методы

◆ CopyOldPropertiesToNew()

override void CopyOldPropertiesToNew ( notnull EntityAI old_item,
EntityAI new_item )
inlineprivate

We don't care if a valid transform couldn't be found, we just want to preferably use it instead of placing on the old item

125 {
126 super.CopyOldPropertiesToNew(old_item, new_item);
127
128 InventoryLocation understash_src = m_NewLocation; // m_NewLocation is a backup of original old_item's src before the operation started
129
131 old_item.GetInventory().EnumerateInventory(InventoryTraversalType.LEVELORDER, children);
132 int count = children.Count();
133 for (int i = 0; i < count; i++)
134 {
135 EntityAI child = children.Get(i);
136 if (child)
137 {
139 child.GetInventory().GetCurrentInventoryLocation(child_src);
140
142 //@TODO: modify _dst with place on gnd?
143
144 vector m4[4];
146
149
150 child_dst.SetGround(child,m4);
151
152 m_Player.LocalTakeToDst(child_src, child_dst);
153
154 GetGame().RemoteObjectTreeCreate(child); // this forces server to send CreateVehicle Message to client. This is needed for preserving the appearance of network operations on client (so that DeleteObject(old) arrives before CreateVehicle(new)). @NOTE: this does not delete the object on server, only it's network representation.
155 }
156 }
157 }
Definition Building.c:6
script counterpart to engine's class Inventory
Definition Inventory.c:79
static proto native bool PrepareDropEntityPos(EntityAI owner, notnull EntityAI item, out vector mat[4], bool useValuesInMatrix=false, int conflictCheckDepth=-1)
Finds a transformation for the item to be dropped to If the initial transforation overlaps with anoth...
InventoryLocation.
Definition InventoryLocation.c:29
Definition EnMath3D.c:28
ref InventoryLocation m_NewLocation
Definition ReplaceItemWithNewLambdaBase.c:9
Definition EnConvert.c:106
InventoryTraversalType
tree traversal type, for more see http://en.wikipedia.org/wiki/Tree_traversal
Definition gameplay.c:6
proto native CGame GetGame()
static void MatrixIdentity4(out vector mat[4])
Creates identity matrix.
Definition EnMath3D.c:256

Перекрестные ссылки GetGame(), ReplaceItemWithNewLambdaBase::m_NewLocation, m_Player, Math3D::MatrixIdentity4() и GameInventory::PrepareDropEntityPos().

Поля

◆ m_Player

PlayerBase m_Player
private

Объявления и описания членов класса находятся в файле: