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cctnonruined.c
Go to the documentation of this file.
1
class
CCTNonRuined
:
CCTBase
2
{
3
protected
float
m_MaximalActionDistanceSq
;
4
5
void
CCTNonRuined
(
float
maximal_target_distance =
UAMaxDistances
.DEFAULT )
6
{
7
m_MaximalActionDistanceSq
= maximal_target_distance * maximal_target_distance;
8
}
9
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override
bool
Can
(
PlayerBase
player, ActionTarget target )
11
{
12
if
( !target )
13
return
false
;
14
15
Object
targetObject = target.GetObject();
16
if
( !player || !targetObject || targetObject.IsMan() || targetObject.IsDamageDestroyed() )
17
return
false
;
18
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return
(
vector
.DistanceSq(targetObject.GetPosition(), player.GetPosition()) <=
m_MaximalActionDistanceSq
);
20
}
21
};
CCTBase
Definition
cctbase.c:2
CCTNonRuined
Definition
cctnonruined.c:2
CCTNonRuined::CCTNonRuined
void CCTNonRuined(float maximal_target_distance=UAMaxDistances.DEFAULT)
Definition
cctnonruined.c:5
CCTNonRuined::m_MaximalActionDistanceSq
float m_MaximalActionDistanceSq
Definition
cctnonruined.c:3
CCTNonRuined::Can
override bool Can(PlayerBase player, ActionTarget target)
Definition
cctnonruined.c:10
Object
Definition
objecttyped.c:2
PlayerBase
Definition
playerbaseclient.c:2
UAMaxDistances
Definition
actionconstants.c:110
vector
Definition
enconvert.c:106
Daten
4_world
classes
useractionscomponent
targetconditionscomponents
cctnonruined.c
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1.12.0