1class TSelectableActionInfoArray
extends array<ref TSelectableActionInfo>
3 bool IsSameAs(TSelectableActionInfoArray other)
5 if (this.
Count() != other.Count())
10 for (
int i = 0; i <
Count(); ++i)
15 if (ai1.param2 != ai2.param2)
20 if (ai1.param3 != ai2.param3)
30class ActionManagerBase
80 ac.ConstructActions(m_ActionsArray, m_ActionNameActionMap);
112 void Update(
int pCurrentCommandID)
133 if (action && action.IsFullBody(
m_Player) && action.IsCameraLockOnPerform())
137 Vector2 angleUD = action.GetCameraUDAngle();
140 m_Player.SetLookLimits(angleUD.x, angleUD.y, -160, 160);
141 m_Player.SetAimLimits(angleUD.x, angleUD.y, -180, 180);
151 m_Player.SetLookLimits(-85, 85, -160, 160);
152 m_Player.SetAimLimits(-85, 85, -180, 180);
158 int AcknowledgmentID;
162 pCtx.Read(AcknowledgmentID);
167 pCtx.Read(AcknowledgmentID);
180 static ActionBase GetActionVariant(
typename actionName)
182 if (m_ActionNameActionMap)
184 ActionBase base_action = m_ActionNameActionMap.Get(actionName);
198 if (m_ActionNameActionMap)
199 return m_ActionNameActionMap.Get(actionName);
206 return m_ActionsArray.Get(actionID);
317 Debug.ActionLog(
"Action data cleared ", this.
ToString() ,
"n/a",
"ActionEnd", m_CurrentActionData.m_Player.ToString());
void RequestInterruptAction()
ItemBase m_SecondaryActionItem
ref ActionData m_CurrentActionData
ActionBase m_SecondaryAction
ActionTarget m_PrimaryActionTarget
bool m_TertiaryActionEnabled
void SelectFirstActionCategory()
void SetActionContext(ActionTarget target, ItemBase item)
bool IsSelectableActionsChanged()
ItemBase GetRunningActionMainitem()
GetSelectedActionCategory()
ActionTarget m_TestedActionTarget
ActionBase GetContinuousAction()
bool m_SelectableActionsHasChanged
void SelectNextActionCategory()
int GetSelectedActionIndex()
ActionTarget m_SecondaryActionTarget
void OnInstantAction(typename user_action_type, Param data=null)
void OnContinuousCancel()
void EnableActions(bool enable)
ActionTarget FindActionTarget()
float GetACProgressWidgetMultiplier()
int m_SelectedActionIndex
void SelectPrevActionCategory()
ActionBase GetSingleUseAction()
bool m_IsRestrictedLookLimits
bool m_SecondaryActionEnabled
bool m_ActionInputWantEnd
TSelectableActionInfoArray GetSelectableActions()
bool ActionPossibilityCheck(int pCurrentCommandID)
ref TSelectableActionInfoArray m_SelectableActions
void EndOrInterruptCurrentAction()
float GetActionComponentProgress()
ActionReciveData GetReciveData()
void ActionManagerBase(PlayerBase player)
ItemBase m_TestedActionItem
void StartDeliveredAction()
int m_PendingActionAcknowledgmentID
bool m_PrimaryActionEnabled
bool m_ActionWantEndRequest
ItemBase m_PrimaryActionItem
ActionBase m_PrimaryAction
void SetInput(ActionInput ai)
void CreateConditionComponents()
DayZPlayerImplementThrowing GetThrowing()
WeaponManager GetWeaponManager()
DayZPlayerInventory GetDayZPlayerInventory()
Base Param Class with no parameters. Used as general purpose parameter overloaded with Param1 to Para...
Serialization general interface. Serializer API works with:
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
DayZPlayerConstants
defined in C++
bool OnInputUserDataProcess(int userDataType, ParamsReadContext ctx)
void OnSyncJuncture(int pJunctureID, ParamsReadContext pCtx)
proto native CGame GetGame()