3 private float m_BaseFillQuantity;
5 override void CreateActionComponent()
11 int liquidType = waterCheck.GetLiquidType();
28 private int m_liquid_type;
33 private const float WATER_DEPTH = 0.5;
61 liquidType = waterCheck.GetSurfaceLiquidType(target);
63 return liquidType !=
LIQUID_NONE && Liquid.CanFillContainer(item, liquidType);
68 return action_data.m_MainItem.GetQuantity() < action_data.m_MainItem.GetQuantityMax();
73 vector water_info = HumanCommandSwim.WaterLevelCheck(player, player.GetPosition());
87 Object targetObj = actionData.m_Target.GetObject();
89 if (targetObj && (targetObj.IsWell() || targetObj.IsFuelStation()))
100 vector water_info = HumanCommandSwim.WaterLevelCheck(player, player.GetPosition());
117 private const int ALLOWED_LIQUID;
119 [
Obsolete(
"CCTWaterSurfaceEx::GetSurfaceLiquidType can be used instead")]
123 if ( target.GetObject() )
125 liquidType = target.GetObject().GetLiquidSourceType();
130 vector hit_pos = target.GetCursorHitPos();
132 if (surfaceType ==
"")
134 if ( hit_pos[1] <=
g_Game.SurfaceGetSeaLevel() + 0.001 )
void CCTWaterSurfaceEx(float maximal_target_distance, int allowedLiquidSource)
ref CCIBase m_ConditionItem
ref CCTBase m_ConditionTarget
override bool ActionConditionContinue(ActionData action_data)
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
int GetActionCommandEx(ActionData actionData)
void ActionFillBottleBase()
int GetStanceMask(PlayerBase player)
void SetupStance(PlayerBase player)
override bool IsLockTargetOnUse()
override void CreateConditionComponents()
proto float SurfaceGetType3D(float x, float y, float z, out string type)
Y input: Maximum Y to trace down from; Returns: Y position the surface was found.
proto int GetLiquidType()
See 'LiquidTypes' in 'constants.c'.
static proto SurfaceInfo GetByName(string name)
DayZPlayerConstants
defined in C++
proto native CGame GetGame()
void Obsolete(string msg="")
const int LIQUID_GROUP_DRINKWATER