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actionexitladder.c
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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 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)
29 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}
string m_Text
Definition actionbase.c:58
ref CCIBase m_ConditionItem
Definition actionbase.c:64
ref CCTBase m_ConditionTarget
Definition actionbase.c:65
void Start()
Plays all elements this effects consists of.
Definition effect.c:157