Dayz Explorer
1.28.160049
Loading...
Searching...
No Matches
actionturnvalve.c
Go to the documentation of this file.
1
class
ActionTurnValveCB
:
ActionContinuousBaseCB
2
{
3
override
void
CreateActionComponent()
4
{
5
m_ActionData
.m_ActionComponent =
new
CAContinuousTime
(
UATimeSpent
.DEFAULT);
6
}
7
}
8
9
class
ActionTurnValve
:
ActionContinuousBase
10
{
11
void
ActionTurnValve
()
12
{
13
m_CallbackClass =
ActionTurnValveCB
;
14
m_CommandUID
=
DayZPlayerConstants
.CMD_ACTIONFB_TURN_VALVE;
15
m_FullBody =
true
;
16
m_StanceMask
=
DayZPlayerConstants
.STANCEMASK_ERECT;
17
m_Text =
"#STR_USRACT_TURN"
;
18
}
19
20
override
typename
GetInputType
()
21
{
22
return
ContinuousInteractActionInput
;
23
}
24
25
override
void
CreateConditionComponents
()
26
{
27
m_ConditionItem =
new
CCINone
();
28
m_ConditionTarget =
new
CCTCursor
();
29
}
30
31
override
bool
ActionCondition
(
PlayerBase
player, ActionTarget target,
ItemBase
item)
32
{
33
EntityAI
targetEntity;
34
if
(
Class
.CastTo(targetEntity, target.GetObject()))
35
{
36
if
(targetEntity.HasTurnableValveBehavior())
37
{
38
int
valveIndex = targetEntity.GetTurnableValveIndex(target.GetComponentIndex());
39
if
(valveIndex != -1)
40
{
41
if
(!
IsInReach
(player, target,
UAMaxDistances
.DEFAULT))
42
{
43
return
false
;
44
}
45
46
return
targetEntity.IsValveTurnable(valveIndex);
47
}
48
}
49
}
50
51
return
false
;
52
}
53
54
override
void
OnStart
(ActionData action_data)
55
{
56
super.OnStart(action_data);
57
58
action_data.m_Player.TryHideItemInHands(
true
);
59
60
}
61
62
override
void
OnEnd
(ActionData action_data)
63
{
64
action_data.m_Player.TryHideItemInHands(
false
);
65
66
super.OnEnd(action_data);
67
}
68
69
override
bool
IsLockTargetOnUse
()
70
{
71
return
false
;
72
}
73
}
m_CommandUID
int m_CommandUID
Definition
actionbase.c:31
m_StanceMask
int m_StanceMask
Definition
actionbase.c:33
GetInputType
override GetInputType()
Definition
actionsequentialbase.c:32
ActionTurnValve
ActionTurnValveCB ActionContinuousBaseCB ActionTurnValve()
Definition
actionturnvalve.c:11
ActionBaseCB::m_ActionData
ActionData m_ActionData
Definition
animatedactionbase.c:3
ActionBase::IsInReach
bool IsInReach(PlayerBase player, ActionTarget target, float maxDistance=1.0)
Definition
actionbase.c:1197
ActionBase::IsLockTargetOnUse
bool IsLockTargetOnUse()
Definition
actionbase.c:99
ActionBase::OnStart
void OnStart(ActionData action_data)
Definition
actionbase.c:1296
ActionBase::CreateConditionComponents
void CreateConditionComponents()
Definition
actionbase.c:230
ActionContinuousBaseCB
Definition
actioncontinuousbase.c:2
ActionContinuousBase
Definition
actioncontinuousbase.c:121
ActionTurnValveCB
Definition
actionturnvalve.c:2
AnimatedActionBase::ActionCondition
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
Definition
animatedactionbase.c:240
CAContinuousTime
Definition
cacontinuoustime.c:2
CCINone
Definition
ccinone.c:2
CCTCursor
Definition
cctcursor.c:2
Class
Super root of all classes in Enforce script.
Definition
enscript.c:11
ContinuousInteractActionInput
Definition
actioninput.c:523
EntityAI
Definition
building.c:6
ItemBase
Definition
inventoryitem.c:731
PlayerBase
Definition
playerbaseclient.c:2
UAMaxDistances
Definition
actionconstants.c:110
UATimeSpent
Definition
actionconstants.c:28
DayZPlayerConstants
DayZPlayerConstants
defined in C++
Definition
dayzplayer.c:602
OnEnd
void OnEnd()
Definition
sound.c:226
Daten
4_world
classes
useractionscomponent
actions
continuous
actionturnvalve.c
Generated by
1.12.0