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actiontunefrequency.c
Go to the documentation of this file.
1
class
ActionTuneFrequencyCB
:
ActionContinuousBaseCB
2
{
3
private
const
float
REPEAT_AFTER_SEC = 1.0;
4
5
override
void
CreateActionComponent()
6
{
7
m_ActionData
.m_ActionComponent =
new
CAContinuousRepeat
(REPEAT_AFTER_SEC);
8
}
9
}
10
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class
ActionTuneFrequency
:
ActionContinuousBase
12
{
13
void
ActionTuneFrequency
()
14
{
15
m_CallbackClass =
ActionTuneFrequencyCB
;
16
m_CommandUID
=
DayZPlayerConstants
.CMD_ACTIONMOD_ITEM_TUNE;
17
m_CommandUIDProne
=
DayZPlayerConstants
.CMD_ACTIONFB_ITEM_TUNE;
18
m_SpecialtyWeight = UASoftSkillsWeight.ROUGH_LOW;
19
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m_Text =
"#tune_frequency"
;
21
}
22
23
override
void
CreateConditionComponents
()
24
{
25
m_ConditionTarget =
new
CCTNone
;
26
m_ConditionItem =
new
CCINonRuined
;
27
}
28
29
override
bool
HasProneException
()
30
{
31
return
true
;
32
}
33
34
override
bool
HasTarget
()
35
{
36
return
false
;
37
}
38
39
override
bool
ActionCondition
(
PlayerBase
player, ActionTarget target,
ItemBase
item )
40
{
41
if
( item.IsTransmitter() )
42
{
43
TransmitterBase
transmitter =
TransmitterBase
.Cast( item );
44
45
if
( transmitter.GetCompEM().IsWorking() )
46
{
47
//transmitter.DisplayRadioInfo( transmitter.GetTunedFrequency().ToString(), player );
48
49
return
true
;
50
}
51
}
52
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return
false
;
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}
55
56
override
void
OnFinishProgressServer
( ActionData action_data )
57
{
58
TransmitterBase
transmitter =
TransmitterBase
.Cast( action_data.m_MainItem );
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transmitter.SetNextFrequency( action_data.m_Player );
60
}
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}
m_CommandUIDProne
int m_CommandUIDProne
Definition
actionbase.c:32
m_CommandUID
int m_CommandUID
Definition
actionbase.c:31
ActionTuneFrequency
ActionTuneFrequencyCB ActionContinuousBaseCB ActionTuneFrequency()
Definition
actiontunefrequency.c:13
ActionBaseCB::m_ActionData
ActionData m_ActionData
Definition
animatedactionbase.c:3
ActionBase::HasTarget
bool HasTarget()
Definition
actionbase.c:244
ActionBase::CreateConditionComponents
void CreateConditionComponents()
Definition
actionbase.c:230
ActionContinuousBaseCB
Definition
actioncontinuousbase.c:2
ActionContinuousBase
Definition
actioncontinuousbase.c:121
ActionContinuousBase::OnFinishProgressServer
void OnFinishProgressServer(ActionData action_data)
Definition
actioncontinuousbase.c:283
ActionTuneFrequencyCB
Definition
actiontunefrequency.c:2
AnimatedActionBase::HasProneException
override bool HasProneException()
Definition
animatedactionbase.c:318
AnimatedActionBase::ActionCondition
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
Definition
animatedactionbase.c:240
CAContinuousRepeat
Definition
cacontinuousrepeat.c:2
CCINonRuined
Definition
ccinonruined.c:2
CCTNone
Definition
cctnone.c:2
ItemBase
Definition
inventoryitem.c:731
PlayerBase
Definition
playerbaseclient.c:2
TransmitterBase
Definition
baseradio.c:2
DayZPlayerConstants
DayZPlayerConstants
defined in C++
Definition
dayzplayer.c:602
Daten
4_world
classes
useractionscomponent
actions
continuous
actiontunefrequency.c
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