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actionexitladder.c
Go to the documentation of this file.
1
class
ActionExitLadder: ActionInteractBase
2
{
3
void
ActionExitLadder()
4
{
5
m_Text
=
"#exit_ladder"
;
6
}
7
8
override
void
CreateConditionComponents
()
9
{
10
m_ConditionItem
=
new
CCINone
();
11
m_ConditionTarget
=
new
CCTNone
();
12
}
13
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override
bool
ActionCondition(
PlayerBase
player, ActionTarget target,
ItemBase
item)
15
{
16
HumanCommandLadder cl = player.GetCommand_Ladder();
17
if
(cl && cl.CanExit())
18
return
true
;
19
20
return
false
;
21
}
22
23
override
void
Start
(
ActionData
action_data)
24
{
25
super.Start(action_data);
26
27
HumanCommandLadder cl = action_data.m_Player.GetCommand_Ladder();
28
if
(cl)
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cl.Exit();
30
}
31
32
override
bool
IsInstant
()
33
{
34
return
true
;
35
}
36
37
override
bool
CanBeUsedOnLadder
()
38
{
39
return
true
;
40
}
41
42
override
bool
IsLockTargetOnUse
()
43
{
44
return
false
;
45
}
46
}
ActionData
ActionBase ActionData
Definition
actionbase.c:30
ActionBase::IsLockTargetOnUse
bool IsLockTargetOnUse()
Definition
actionbase.c:105
ActionBase::m_Text
string m_Text
Definition
actionbase.c:64
ActionBase::m_ConditionItem
ref CCIBase m_ConditionItem
Definition
actionbase.c:70
ActionBase::CanBeUsedOnLadder
bool CanBeUsedOnLadder()
Definition
actionbase.c:355
ActionBase::IsInstant
bool IsInstant()
Definition
actionbase.c:268
ActionBase::CreateConditionComponents
void CreateConditionComponents()
Definition
actionbase.c:236
ActionBase::m_ConditionTarget
ref CCTBase m_ConditionTarget
Definition
actionbase.c:71
CCINone
Definition
ccinone.c:2
CCTNone
Definition
cctnone.c:2
ItemBase
Definition
inventoryitem.c:742
PlayerBase
Definition
playerbaseclient.c:2
Start
void Start()
Plays all elements this effects consists of.
Definition
effect.c:157
Daten
4_world
classes
useractionscomponent
actions
interact
actionexitladder.c
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1.16.1