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firearmactionmechanicmanipulate.c
Go to the documentation of this file.
2{
3 void FirearmActionLoadBulletQuick()
4 {
5 }
6
7 override bool HasTarget()
8 {
9 return false;
10 }
11
12 override typename GetInputType()
13 {
15 }
16
17 override void CreateConditionComponents()
18 {
21 }
22
23 override bool HasProgress()
24 {
25 return false;
26 }
27
28
29 override bool ActionCondition( PlayerBase player, ActionTarget target, ItemBase item ) //condition for action
30 {
31 if (!super.ActionCondition( player, target, item ))
32 return false;
33
34 bool result = false;
35 Weapon_Base wpn = Weapon_Base.Cast(item);
36 if ( player.GetWeaponManager().CanEjectBullet(wpn))
37 {
38 if( GetGame().IsServer() && GetGame().IsMultiplayer() )
39 {
40 result = true;
41 }
42 else
43 {
44 if( player.GetWeaponManager().CanEjectBulletVerified() )
45 {
46 result = true;
47 }
48 player.GetWeaponManager().SetEjectBulletTryTimestamp();
49 }
50 }
51 return result;
52 }
53
54 override void Start( ActionData action_data )
55 {
56 super.Start( action_data );
57
58 action_data.m_Player.GetWeaponManager().EjectBulletVerified( this );
59 }
60};
ref CCIBase m_ConditionItem
Definition actionbase.c:64
ref CCTBase m_ConditionTarget
Definition actionbase.c:65
void Start()
Plays all elements this effects consists of.
Definition effect.c:157
proto native CGame GetGame()