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actionfillobject.c
Go to the documentation of this file.
1
class
ActionFillObjectCB
:
ActionContinuousBaseCB
2
{
3
override
void
CreateActionComponent
()
4
{
5
m_ActionData
.m_ActionComponent =
new
CAContinuousTime
(
UATimeSpent
.DEFAULT_FILL);
6
}
7
};
8
9
class
ActionFillObject
: ActionContinuousBase
10
{
11
protected
int
m_ActionState
;
12
13
protected
const
int
EMPTY
= 0;
14
protected
const
int
FILLED
= 1;
15
16
void
ActionFillObject
()
17
{
18
m_CallbackClass
=
ActionFillObjectCB
;
19
m_CommandUID
=
DayZPlayerConstants
.CMD_ACTIONFB_DIG;
20
m_FullBody
=
true
;
21
m_StanceMask
=
DayZPlayerConstants
.STANCEMASK_ERECT;
22
m_SpecialtyWeight
= UASoftSkillsWeight.ROUGH_LOW;
23
}
24
25
override
void
CreateConditionComponents
()
26
{
27
28
m_ConditionTarget
=
new
CCTNonRuined
(
UAMaxDistances
.DEFAULT);
29
m_ConditionItem
=
new
CCINonRuined
;
30
}
31
32
override
void
OnActionInfoUpdate
(
PlayerBase
player, ActionTarget target,
ItemBase
item )
33
{
34
HescoBox hesco = HescoBox.Cast(target.GetObject());
35
36
if
( hesco.GetState() == HescoBox.UNFOLDED )
37
{
38
m_Text
=
"#empty"
;
39
}
40
else
41
{
42
m_Text
=
"#fill"
;
43
}
44
}
45
46
override
bool
ActionCondition
(
PlayerBase
player, ActionTarget target,
ItemBase
item )
47
{
48
if
( player.IsPlacingLocal() )
49
return
false
;
50
51
HescoBox hesco;
52
if
(
Class
.CastTo(hesco,target.GetObject()) )
53
{
54
if
( hesco.CanBeFilledAtPosition( player.GetPosition() ) )
55
{
56
if
( hesco.GetState() == HescoBox.UNFOLDED )
57
{
58
m_ActionState
=
EMPTY
;
59
return
true
;
60
}
61
else
if
( hesco.GetState() == HescoBox.FILLED)
62
{
63
m_ActionState
=
FILLED
;
64
return
true
;
65
}
66
}
67
}
68
69
return
false
;
70
}
71
72
override
void
OnFinishProgressServer
(
ActionData
action_data )
73
{
74
HescoBox hesco;
75
76
if
(
Class
.CastTo(hesco,action_data.m_Target.GetObject()) )
77
{
78
const
float
ITEM_DAMAGE = 5;
79
action_data.m_MainItem.DecreaseHealth(
""
,
""
, ITEM_DAMAGE);
80
81
if
(hesco.GetState() == HescoBox.UNFOLDED)
82
{
83
hesco.Fill();
84
}
85
else
if
(hesco.GetState() == HescoBox.FILLED)
86
{
87
hesco.Unfold();
88
}
89
}
90
}
91
92
override
void
OnFinishProgressClient
(
ActionData
action_data )
93
{
94
HescoBox hesco;
95
96
if
(
Class
.CastTo(hesco,action_data.m_Target.GetObject()) )
97
{
98
if
( hesco.GetState() == HescoBox.UNFOLDED )
99
{
100
hesco.Fill();
101
}
102
else
if
( hesco.GetState() == HescoBox.FILLED )
103
{
104
hesco.Unfold();
105
}
106
}
107
}
108
};
ActionData
ActionBase ActionData
Definition
actionbase.c:30
ActionBaseCB::CreateActionComponent
void CreateActionComponent()
Definition
animatedactionbase.c:61
ActionBaseCB::m_ActionData
ActionData m_ActionData
Definition
animatedactionbase.c:3
ActionBase::m_SpecialtyWeight
float m_SpecialtyWeight
Definition
actionbase.c:83
ActionBase::m_StanceMask
int m_StanceMask
Definition
actionbase.c:68
ActionBase::m_Text
string m_Text
Definition
actionbase.c:64
ActionBase::m_ConditionItem
ref CCIBase m_ConditionItem
Definition
actionbase.c:70
ActionBase::m_FullBody
bool m_FullBody
Definition
actionbase.c:67
ActionBase::m_ConditionTarget
ref CCTBase m_ConditionTarget
Definition
actionbase.c:71
ActionContinuousBaseCB
Definition
actioncontinuousbase.c:2
ActionFillObjectCB
Definition
actionfillobject.c:2
ActionFillObject::m_ActionState
int m_ActionState
Definition
actionfillobject.c:11
ActionFillObject::OnFinishProgressServer
override void OnFinishProgressServer(ActionData action_data)
Definition
actionfillobject.c:72
ActionFillObject::OnActionInfoUpdate
override void OnActionInfoUpdate(PlayerBase player, ActionTarget target, ItemBase item)
Definition
actionfillobject.c:32
ActionFillObject::EMPTY
const int EMPTY
Definition
actionfillobject.c:13
ActionFillObject::ActionCondition
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
Definition
actionfillobject.c:46
ActionFillObject::FILLED
const int FILLED
Definition
actionfillobject.c:14
ActionFillObject::CreateConditionComponents
override void CreateConditionComponents()
Definition
actionfillobject.c:25
ActionFillObject::ActionFillObject
void ActionFillObject()
Definition
actionfillobject.c:16
ActionFillObject::OnFinishProgressClient
override void OnFinishProgressClient(ActionData action_data)
Definition
actionfillobject.c:92
AnimatedActionBase::m_CommandUID
int m_CommandUID
Definition
animatedactionbase.c:143
AnimatedActionBase::m_CallbackClass
m_CallbackClass
Definition
animatedactionbase.c:145
CAContinuousTime
Definition
cacontinuoustime.c:2
CCINonRuined
Definition
ccinonruined.c:2
CCTNonRuined
Definition
cctnonruined.c:2
Class
Super root of all classes in Enforce script.
Definition
enscript.c:11
ItemBase
Definition
inventoryitem.c:742
PlayerBase
Definition
playerbaseclient.c:2
UAMaxDistances
Definition
actionconstants.c:110
UATimeSpent
Definition
actionconstants.c:28
DayZPlayerConstants
DayZPlayerConstants
defined in C++
Definition
dayzplayer.c:602
Daten
4_world
classes
useractionscomponent
actions
continuous
actionfillobject.c
Generated by
1.16.1