45 if (!ctx.Read(actionID))
100 if (recvAction.UseAcknowledgment())
125 bool accepted =
false;
134 Debug.ActionLog(
"Item = " + item +
", " + target.DumpToString(), pickedAction.ToString() ,
"n/a",
"DeliveredAction",
m_Player.ToString());
138 Debug.ActionLog(
"Item = " + item +
", NULL", pickedAction.ToString() ,
"n/a",
"DeliveredAction",
m_Player.ToString());
152 Debug.ActionLog(
"Action accepted", pickedAction.ToString() ,
"n/a",
"CheckDeliveredAction",
m_Player.ToString() );
170 Debug.ActionLog(
"Action rejected", pickedAction.ToString() ,
"n/a",
"CheckDeliveredAction",
m_Player.ToString() );
196 override void Update(
int pCurrentCommandID)
198 super.Update(pCurrentCommandID);
199 int currentCommandID =
m_Player.GetCurrentCommandID();
215 ActionTarget target =
new ActionTarget(null, null, -1,
vector.Zero, 0);
266 bool canActionPerform = ((condition_mask &
m_CurrentActionData.m_Action.m_ConditionMask) == condition_mask);
ref ActionData m_CurrentActionData
bool m_ActionInputWantEnd
bool ActionPossibilityCheck(int pCurrentCommandID)
int m_PendingActionAcknowledgmentID
bool m_ActionWantEndRequest
bool Can(PlayerBase player, ActionTarget target, ItemBase item, int condition_mask)
bool SetupAction(PlayerBase player, ActionTarget target, ItemBase item, out ActionData action_data, Param extra_data=NULL)
bool AddActionJuncture(ActionData action_data)
bool ReadFromContext(ParamsReadContext ctx, out ActionReciveData action_recive_data)
static int ComputeConditionMask(PlayerBase player, ActionTarget target, ItemBase item)
ref ActionReciveData m_PendingActionReciveData
override ActionReciveData GetReciveData()
void ActionManagerServer(PlayerBase player)
override bool OnInputUserDataProcess(int userDataType, ParamsReadContext ctx)
override void OnJumpStart()
override void RequestInterruptAction()
server requests action interrupt
override void StartDeliveredAction()
override void Update(int pCurrentCommandID)
override void OnActionEnd()
ActionBase m_PendingAction
override void EndOrInterruptCurrentAction()
Serialization general interface. Serializer API works with:
DayZPlayerConstants
defined in C++