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actionpickberry.c
Go to the documentation of this file.
1
class
ActionPickBerryCB
:
ActionInteractLoopBaseCB
2
{
3
override
void
CreateActionComponent()
4
{
5
m_ActionData
.m_ActionComponent =
new
CAInteractLoop
(
UATimeSpent
.DEFAULT_PICK);
6
}
7
/*override void OnAnimationEvent(int pEventID)
8
{
9
Print("ActionInteractLoopBase.c | OnAnimationEvent | OnAnimationEvent called");
10
if ( !m_Interrupted && pEventID == UA_ANIM_EVENT )
11
{
12
SetCommand(DayZPlayerConstants.CMD_ACTIONINT_END);
13
m_State = UA_FINISHED;
14
m_ActionData.Do(this,m_State,m_ActionComponent,m_Player,m_Target,m_Item);
15
}
16
}*/
17
};
18
20
class
ActionPickBerry
:
ActionInteractLoopBase
21
{
22
void
ActionPickBerry
()
23
{
24
m_CommandUID
=
DayZPlayerConstants
.CMD_ACTIONFB_INTERACT;
25
m_FullBody
=
true
;
26
m_StanceMask
=
DayZPlayerConstants
.STANCEMASK_CROUCH |
DayZPlayerConstants
.STANCEMASK_ERECT;
27
m_SpecialtyWeight
= UASoftSkillsWeight.ROUGH_MEDIUM;
28
29
m_CallbackClass
=
ActionPickBerryCB
;
30
m_Text
=
"#harvest"
;
31
}
32
33
override
void
CreateConditionComponents()
34
{
35
m_ConditionTarget
=
new
CCTCursor
(
UAMaxDistances
.DEFAULT);
36
m_ConditionItem
=
new
CCINone
;
37
}
38
39
override
bool
ActionCondition(
PlayerBase
player, ActionTarget target,
ItemBase
item )
40
{
41
Object
targetObject = target.GetObject();
42
if
( player && targetObject && targetObject.IsWoodBase() )
43
{
44
return
true
;
45
}
46
return
false
;
47
}
48
49
//deprecated
51
//{
52
/*Object targetObject = action_data.m_Target.GetObject();
53
WoodBase ntarget = WoodBase.Cast( targetObject );
54
string drop_name = ntarget.GetMaterial(NULL);
55
float drop_quantity = ntarget.GetAmountOfMaterialPerDrop(action_data.m_MainItem);
56
57
targetObject.DecreaseHealth( "", "", (1 / Math.Max(1,ntarget.GetAmountOfDrops(action_data.m_MainItem)))*100, true );
58
59
ItemBase drop = ItemBase.Cast( GetGame().CreateObject(drop_name, action_data.m_Player.GetPosition(), false) );
60
drop.SetQuantity(drop_quantity, false);
61
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action_data.m_Player.GetSoftSkillManager().AddSpecialty( m_SpecialtyWeight );*/
63
//}
64
};
m_StanceMask
int m_StanceMask
Definition
actionbase.c:33
ActionBaseCB::m_ActionData
ActionData m_ActionData
Definition
animatedactionbase.c:3
ActionBase::m_SpecialtyWeight
float m_SpecialtyWeight
Definition
actionbase.c:77
ActionBase::m_Text
string m_Text
Definition
actionbase.c:58
ActionBase::m_ConditionItem
ref CCIBase m_ConditionItem
Definition
actionbase.c:64
ActionBase::m_FullBody
bool m_FullBody
Definition
actionbase.c:61
ActionBase::m_ConditionTarget
ref CCTBase m_ConditionTarget
Definition
actionbase.c:65
ActionInteractLoopBaseCB
Definition
actioninteractloopbase.c:2
ActionInteractLoopBase
DEPRECATED.
Definition
actioninteractloopbase.c:34
ActionPickBerryCB
Definition
actionpickberry.c:2
ActionPickBerry
DEPRECATED.
Definition
actionpickberry.c:21
AnimatedActionBase::m_CommandUID
int m_CommandUID
Definition
animatedactionbase.c:143
AnimatedActionBase::m_CallbackClass
m_CallbackClass
Definition
animatedactionbase.c:145
CAInteractLoop
Definition
cainteractloop.c:2
CCINone
Definition
ccinone.c:2
CCTCursor
Definition
cctcursor.c:2
ItemBase
Definition
inventoryitem.c:731
Object
Definition
objecttyped.c:2
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
interact
actionpickberry.c
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