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actionviewcompass.c
Go to the documentation of this file.
1
class
ActionRaiseAndViewCB
:
ActionContinuousBaseCB
2
{
3
override
void
CreateActionComponent
()
4
{
5
m_ActionData
.m_ActionComponent =
new
CAContinuousTime
( -1.0 );
6
//EnableStateChangeCallback();
7
}
8
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override
void
OnStateChange(
int
pOldState,
int
pCurrentState)
10
{
11
//Print("pOldState = " + pOldState);
12
//Print("pCurrentState = " + pCurrentState);
13
14
if
(pOldState != STATE_LOOP_LOOP)
15
return
;
16
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if
(
m_ActionData
.m_Action &&
ActionViewOptics
.Cast(
m_ActionData
.m_Action))
18
{
19
//ActionViewOptics.Cast(m_ActionData.m_Action).ExitOptics( ItemOptics.Cast(m_ActionData.m_MainItem), m_ActionData.m_Player );
20
}
21
}
22
};
23
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class
ActionViewCompass : ActionContinuousBase
25
{
26
void
ActionViewCompass()
27
{
28
m_CallbackClass
=
ActionRaiseAndViewCB
;
29
m_CommandUID
=
DayZPlayerConstants
.CMD_ACTIONMOD_OPENITEM_ONCE;
30
m_CommandUIDProne
=
DayZPlayerConstants
.CMD_ACTIONFB_OPENITEM_ONCE;
31
m_Text
=
"#use_compas"
;
32
}
33
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override
void
CreateConditionComponents
()
35
{
36
m_ConditionItem
=
new
CCINonRuined
;
37
m_ConditionTarget
=
new
CCTNone
;
38
}
39
40
override
bool
HasProgress
()
41
{
42
return
false
;
43
}
44
45
override
bool
HasTarget
()
46
{
47
return
false
;
48
}
49
50
override
bool
HasProneException
()
51
{
52
return
true
;
53
}
54
55
override
bool
ActionCondition(
PlayerBase
player, ActionTarget target,
ItemBase
item )
56
{
57
return
item.IsOpen();
58
}
59
60
/*override void OnCompleteServer( ActionData action_data )
61
{
62
if (action_data.m_Player)
63
{
64
string message = Rangefinder.Cast( action_data.m_MainItem ).DoMeasurement(action_data.m_Player);
65
SendMessageToClient(action_data.m_Player,message);
66
}
67
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action_data.m_Player.GetSoftSkillManager().AddSpecialty( m_SpecialtyWeight );
69
}*/
70
}
ActionBaseCB::CreateActionComponent
void CreateActionComponent()
Definition
animatedactionbase.c:61
ActionBaseCB::m_ActionData
ActionData m_ActionData
Definition
animatedactionbase.c:3
ActionBase::HasProgress
bool HasProgress()
For UI: hiding of progress bar.
Definition
actionbase.c:256
ActionBase::HasTarget
bool HasTarget()
Definition
actionbase.c:250
ActionBase::m_Text
string m_Text
Definition
actionbase.c:64
ActionBase::m_ConditionItem
ref CCIBase m_ConditionItem
Definition
actionbase.c:70
ActionBase::CreateConditionComponents
void CreateConditionComponents()
Definition
actionbase.c:236
ActionBase::m_ConditionTarget
ref CCTBase m_ConditionTarget
Definition
actionbase.c:71
ActionContinuousBaseCB
Definition
actioncontinuousbase.c:2
ActionRaiseAndViewCB
Definition
actionviewcompass.c:2
ActionViewOptics
Definition
actionviewoptics.c:2
AnimatedActionBase::m_CommandUID
int m_CommandUID
Definition
animatedactionbase.c:143
AnimatedActionBase::m_CallbackClass
m_CallbackClass
Definition
animatedactionbase.c:145
AnimatedActionBase::HasProneException
override bool HasProneException()
Definition
animatedactionbase.c:318
AnimatedActionBase::m_CommandUIDProne
int m_CommandUIDProne
Definition
animatedactionbase.c:144
CAContinuousTime
Definition
cacontinuoustime.c:2
CCINonRuined
Definition
ccinonruined.c:2
CCTNone
Definition
cctnone.c:2
ItemBase
Definition
inventoryitem.c:742
PlayerBase
Definition
playerbaseclient.c:2
DayZPlayerConstants
DayZPlayerConstants
defined in C++
Definition
dayzplayer.c:602
Daten
4_world
classes
useractionscomponent
actions
continuous
actionviewcompass.c
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