10 super.InitActionComponent();
25 m_SpecialtyWeight = UASoftSkillsWeight.PRECISE_LOW;
49 if (targetItem && targetItem.IsBeingPlaced())
52 if (player.PhysicsGetLinkedEntity() != null)
55 Object targetObject = target.GetObject();
56 if (targetObject != null)
58 if (targetObject.IsInherited(
TrapBase))
61 if (trap.IsActivable() && trap.IsPlaceableAtPosition(trap.GetPosition()))
68 if (spawnTrap && !spawnTrap.IsActive())
78 super.OnStartAnimationLoop( action_data );
85 Param1<bool> play =
new Param1<bool>(
true );
98 Param1<bool> play =
new Param1<bool>(
false );
106 super.OnEndAnimationLoop(action_data);
111 Param1<bool> play =
new Param1<bool>(
false);
118 Object targetObject = action_data.m_Target.GetObject();
119 if (targetObject != null)
121 vector orientation = action_data.m_Player.GetOrientation();
122 vector position = targetObject.GetPosition();
124 if (targetObject.IsInherited(
TrapBase))
128 trap.StartActivate(action_data.m_Player);
ActionActivateTrapCB ActionContinuousBaseCB ActionActivateTrap()
class ActionTargets ActionTarget
class DayZCreatureAnimInterface RegisterAnimationEvent(string event_name, string function_name)
override void InitActionComponent()
override void CreateActionComponent()
bool HasProgress()
For UI: hiding of progress bar.
void CreateConditionComponents()
void OnEndAnimationLoop(ActionData action_data)
void OnStartAnimationLoop(ActionData action_data)
void OnFinishProgressServer(ActionData action_data)
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
proto native void RPCSingleParam(Object target, int rpc_type, Param param, bool guaranteed, PlayerIdentity recipient=null)
see CGame.RPC
override void OnPlacementComplete(Man player, vector position="0 0 0", vector orientation="0 0 0")
override void OnPlacementComplete(Man player, vector position="0 0 0", vector orientation="0 0 0")
override bool IsPlaceableAtPosition(vector position)
const float DEFAULT_DEPLOY
DayZPlayerConstants
defined in C++
proto native CGame GetGame()