Dayz
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actionactivatetrap.c
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1
class
ActionActivateTrapCB
:
ActionContinuousBaseCB
2
{
3
override
void
CreateActionComponent
()
4
{
5
m_ActionData
.m_ActionComponent =
new
CAContinuousTime
(
UATimeSpent
.
DEFAULT_DEPLOY
);
6
}
7
8
override
void
InitActionComponent
()
9
{
10
super.InitActionComponent();
11
12
RegisterAnimationEvent
(
"CraftingAction"
,
UA_IN_CRAFTING
);
13
}
14
}
15
16
class
ActionActivateTrap
:
ActionContinuousBase
17
{
18
void
ActionActivateTrap
()
19
{
20
m_CallbackClass =
ActionActivateTrapCB
;
21
m_CommandUID
=
DayZPlayerConstants
.CMD_ACTIONFB_CRAFTING;
22
m_FullBody =
true
;
23
m_StanceMask
=
DayZPlayerConstants
.STANCEMASK_CROUCH;
24
m_Sound
=
"craft_universal_0"
;
25
m_SpecialtyWeight = UASoftSkillsWeight.PRECISE_LOW;
26
27
m_Text =
"#activate"
;
28
}
29
30
override
void
CreateConditionComponents
()
31
{
32
m_ConditionTarget =
new
CCTNonRuined
(
UAMaxDistances
.
DEFAULT
);
33
m_ConditionItem =
new
CCINotPresent
;
34
}
35
36
override
typename
GetInputType
()
37
{
38
return
ContinuousInteractActionInput
;
39
}
40
41
override
bool
HasProgress
()
42
{
43
return
true
;
44
}
45
46
override
bool
ActionCondition
(
PlayerBase
player,
ActionTarget
target,
ItemBase
item )
47
{
48
ItemBase
targetItem =
ItemBase
.Cast(target.GetObject());
49
if
(targetItem && targetItem.IsBeingPlaced())
50
return
false
;
51
52
if
(player.PhysicsGetLinkedEntity() != null)
53
return
false
;
54
55
Object
targetObject = target.GetObject();
56
if
(targetObject != null)
57
{
58
if
(targetObject.IsInherited(
TrapBase
))
59
{
60
TrapBase
trap =
TrapBase
.Cast(targetObject);
61
if
(trap.IsActivable() && trap.IsPlaceableAtPosition(trap.GetPosition()))
62
return
true
;
63
}
64
else
if
(targetObject.IsInherited(
TrapSpawnBase
))
65
{
66
TrapSpawnBase
spawnTrap =
TrapSpawnBase
.Cast(targetObject);
67
68
if
(spawnTrap && !spawnTrap.IsActive())
69
return
spawnTrap.
IsPlaceableAtPosition
(spawnTrap.GetPosition());
70
}
71
}
72
73
return
false
;
74
}
75
76
override
void
OnStartAnimationLoop
(
ActionData
action_data )
77
{
78
super.OnStartAnimationLoop( action_data );
79
80
if
( !
g_Game
.IsMultiplayer() ||
g_Game
.IsServer() )
81
{
82
TrapBase
trap =
TrapBase
.Cast( action_data.m_Target.GetObject() );
83
if
( trap )
84
{
85
Param1<bool> play =
new
Param1<bool>(
true
);
86
g_Game
.RPCSingleParam( trap,
SoundTypeTrap
.ACTIVATING, play,
true
);
87
}
88
}
89
}
90
91
override
void
OnEnd
(
ActionData
action_data )
92
{
93
if
( !
g_Game
.IsMultiplayer() ||
g_Game
.IsServer() )
94
{
95
TrapBase
trap =
TrapBase
.Cast( action_data.m_Target.GetObject());
96
if
( trap )
97
{
98
Param1<bool> play =
new
Param1<bool>(
false
);
99
g_Game
.RPCSingleParam( trap,
SoundTypeTrap
.ACTIVATING, play,
true
);
100
}
101
}
102
}
103
104
override
void
OnEndAnimationLoop
(
ActionData
action_data)
105
{
106
super.OnEndAnimationLoop(action_data);
107
108
if
(!
g_Game
.IsMultiplayer() ||
g_Game
.IsServer())
109
{
110
TrapBase
trap =
TrapBase
.Cast( action_data.m_Target.GetObject());
111
Param1<bool> play =
new
Param1<bool>(
false
);
112
g_Game
.RPCSingleParam(trap,
SoundTypeTrap
.ACTIVATING, play,
true
);
113
}
114
}
115
116
override
void
OnStartServer
(
ActionData
action_data)
117
{
118
super.OnStartServer(action_data);
119
120
ItemBase
targetItem =
ItemBase
.Cast(action_data.m_Target.GetObject());
121
if
(targetItem)
122
{
123
if
(targetItem.GetPlaceSoundset() !=
string
.Empty)
124
targetItem.StartItemSoundServer(SoundConstants.ITEM_PLACE);
125
126
if
(targetItem.
GetLoopDeploySoundset
() !=
string
.
Empty
)
127
targetItem.StartItemSoundServer(SoundConstants.ITEM_DEPLOY_LOOP);
128
}
129
}
130
131
override
void
OnFinishProgressServer
(
ActionData
action_data)
132
{
133
super.OnFinishProgressServer(action_data);
134
135
ItemBase
targetObject =
ItemBase
.Cast(action_data.m_Target.GetObject());
136
if
(targetObject != null)
137
{
138
vector
orientation = action_data.m_Player.GetOrientation();
139
vector
position = targetObject.GetPosition();
140
141
if
(targetObject.IsInherited(
TrapBase
))
142
{
143
TrapBase
trap =
TrapBase
.Cast(targetObject);
144
trap.
OnPlacementComplete
(action_data.m_Player, position, orientation);
145
trap.StartActivate(action_data.m_Player);
146
}
147
else
if
(targetObject.IsInherited(
TrapSpawnBase
))
148
{
149
TrapSpawnBase
spawnTrap =
TrapSpawnBase
.Cast( targetObject );
150
spawnTrap.
OnPlacementComplete
(action_data.m_Player, position, orientation);
151
}
152
153
if
(targetObject.
GetDeploySoundset
() !=
string
.
Empty
)
154
targetObject.StartItemSoundServer(SoundConstants.ITEM_DEPLOY);
155
156
if
(targetObject.
GetLoopDeploySoundset
() !=
string
.
Empty
)
157
targetObject.StopItemSoundServer(SoundConstants.ITEM_DEPLOY_LOOP);
158
}
159
}
160
}
ActionActivateTrap
ActionActivateTrapCB ActionContinuousBaseCB ActionActivateTrap()
Definition
actionactivatetrap.c:18
m_CommandUID
int m_CommandUID
Definition
actionbase.c:31
m_StanceMask
int m_StanceMask
Definition
actionbase.c:33
ActionData
ActionBase ActionData
Definition
actionbase.c:30
ActionTarget
class ActionTargets ActionTarget
ActionActivateTrapCB
Definition
actionactivatetrap.c:2
ActionActivateTrapCB::InitActionComponent
override void InitActionComponent()
Definition
actionactivatetrap.c:8
ActionActivateTrapCB::CreateActionComponent
override void CreateActionComponent()
Definition
actionactivatetrap.c:3
ActionBaseCB::m_ActionData
ActionData m_ActionData
Definition
animatedactionbase.c:3
ActionBase::CreateConditionComponents
void CreateConditionComponents()
Definition
actionbase.c:236
ActionBase::HasProgress
bool HasProgress()
For UI: hiding of progress bar.
Definition
actionbase.c:256
ActionContinuousBaseCB
Definition
actioncontinuousbase.c:2
ActionContinuousBase
Definition
actioncontinuousbase.c:121
ActionContinuousBase::OnStartAnimationLoop
void OnStartAnimationLoop(ActionData action_data)
Definition
actioncontinuousbase.c:208
ActionContinuousBase::OnFinishProgressServer
void OnFinishProgressServer(ActionData action_data)
Definition
actioncontinuousbase.c:283
ActionContinuousBase::OnEndAnimationLoop
void OnEndAnimationLoop(ActionData action_data)
Definition
actioncontinuousbase.c:226
ActionContinuousBase::GetInputType
override GetInputType()
Definition
actioncontinuousbase.c:179
AnimatedActionBase::ActionCondition
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
Definition
animatedactionbase.c:240
AnimatedActionBase::OnStartServer
override void OnStartServer(ActionData action_data)
Definition
animatedactionbase.c:489
CAContinuousTime
Definition
cacontinuoustime.c:2
CCINotPresent
Definition
ccinotpresent.c:2
CCTNonRuined
Definition
cctnonruined.c:2
ContinuousInteractActionInput
Definition
actioninput.c:523
ItemBase
Definition
inventoryitem.c:742
ItemBase::GetDeploySoundset
override string GetDeploySoundset()
Definition
barbedwire.c:392
ItemBase::GetLoopDeploySoundset
override string GetLoopDeploySoundset()
Definition
barbedwire.c:397
Object
Definition
objecttyped.c:2
PlayerBase
Definition
playerbaseclient.c:2
TrapBase
Definition
trap_bear.c:2
TrapBase::OnPlacementComplete
override void OnPlacementComplete(Man player, vector position="0 0 0", vector orientation="0 0 0")
Definition
trap_bear.c:228
TrapSpawnBase
Definition
trap_fishnet.c:2
TrapSpawnBase::OnPlacementComplete
override void OnPlacementComplete(Man player, vector position="0 0 0", vector orientation="0 0 0")
Definition
trap_rabbitsnare.c:77
TrapSpawnBase::IsPlaceableAtPosition
override bool IsPlaceableAtPosition(vector position)
Definition
trap_fishnet.c:39
UAMaxDistances
Definition
actionconstants.c:110
UAMaxDistances::DEFAULT
const float DEFAULT
Definition
actionconstants.c:112
UATimeSpent
Definition
actionconstants.c:28
UATimeSpent::DEFAULT_DEPLOY
const float DEFAULT_DEPLOY
Definition
actionconstants.c:38
vector
Definition
enconvert.c:119
RegisterAnimationEvent
class DayZCreatureAnimInterface RegisterAnimationEvent(string event_name, string function_name)
g_Game
DayZGame g_Game
Definition
dayzgame.c:3942
DayZPlayerConstants
DayZPlayerConstants
defined in C++
Definition
dayzplayer.c:602
OnEnd
void OnEnd()
Definition
sound.c:226
string::Empty
static const string Empty
Definition
enstring.c:7
UA_IN_CRAFTING
const int UA_IN_CRAFTING
Definition
constants.c:486
m_Sound
EffectSound m_Sound
Definition
hungersoundhandler.c:18
SoundTypeTrap
SoundTypeTrap
Definition
trapbase.c:2
Games
Dayz
scripts
4_world
classes
useractionscomponent
actions
continuous
actionactivatetrap.c
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