Dayz Explorer
1.29.162510
Loading...
Searching...
No Matches
actionnextcombinationlockdial.c
Go to the documentation of this file.
1
class
ActionNextCombinationLockDial: ActionSingleUseBase
2
{
3
void
ActionNextCombinationLockDial()
4
{
5
m_Text
=
"#next_combination_lock_dial"
;
6
}
7
8
override
void
CreateConditionComponents
()
9
{
10
m_ConditionItem
=
new
CCINonRuined
;
11
m_ConditionTarget
=
new
CCTNone
;
12
}
13
14
override
bool
HasTarget
()
15
{
16
return
false
;
17
}
18
19
override
bool
IsInstant
()
20
{
21
return
true
;
22
}
23
24
override
bool
RemoveForceTargetAfterUse
()
25
{
26
return
false
;
27
}
28
29
override
bool
UseAcknowledgment
()
30
{
31
return
true
;
32
}
33
34
override
bool
ActionCondition(
PlayerBase
player, ActionTarget target,
ItemBase
item )
35
{
36
if
( item.IsInherited(
CombinationLock
) )
37
{
38
ConstructionActionData
construction_action_data = player.GetConstructionActionData();
39
construction_action_data.
SetCombinationLock
(
CombinationLock
.Cast( item ) );
40
41
return
true
;
42
}
43
44
return
false
;
45
}
46
47
override
void
Start
(
ActionData
action_data )
48
{
49
super.Start( action_data );
50
51
//set next dial
52
CombinationLock
combination_lock =
CombinationLock
.Cast( action_data.m_MainItem );
53
if
( combination_lock )
54
{
55
combination_lock.SetNextDial();
56
}
57
}
58
}
ActionData
ActionBase ActionData
Definition
actionbase.c:30
ActionBase::RemoveForceTargetAfterUse
bool RemoveForceTargetAfterUse()
Definition
actionbase.c:279
ActionBase::HasTarget
bool HasTarget()
Definition
actionbase.c:250
ActionBase::m_Text
string m_Text
Definition
actionbase.c:64
ActionBase::UseAcknowledgment
bool UseAcknowledgment()
Definition
actionbase.c:1146
ActionBase::m_ConditionItem
ref CCIBase m_ConditionItem
Definition
actionbase.c:70
ActionBase::IsInstant
bool IsInstant()
Definition
actionbase.c:268
ActionBase::CreateConditionComponents
void CreateConditionComponents()
Definition
actionbase.c:236
ActionBase::m_ConditionTarget
ref CCTBase m_ConditionTarget
Definition
actionbase.c:71
CCINonRuined
Definition
ccinonruined.c:2
CCTNone
Definition
cctnone.c:2
CombinationLock
Definition
combinationlock4.c:2
ConstructionActionData
Definition
constructionactiondata.c:2
ConstructionActionData::SetCombinationLock
void SetCombinationLock(CombinationLock combination_lock)
Definition
constructionactiondata.c:210
ItemBase
Definition
inventoryitem.c:742
PlayerBase
Definition
playerbaseclient.c:2
Start
void Start()
Plays all elements this effects consists of.
Definition
effect.c:157
Daten
4_world
classes
useractionscomponent
actions
singleuse
actionnextcombinationlockdial.c
Generated by
1.16.1