Dayz
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actionarmexplosive.c
Go to the documentation of this file.
1
class
ActionArmExplosiveCB
:
ActionContinuousBaseCB
2
{
3
override
void
CreateActionComponent
()
4
{
5
m_ActionData
.m_ActionComponent =
new
CAContinuousTime
(
UATimeSpent
.
EXPLOSIVE_ARM
);
6
}
7
8
override
void
InitActionComponent
()
9
{
10
super.InitActionComponent();
11
12
RegisterAnimationEvent
(
"CraftingAction"
,
UA_IN_CRAFTING
);
13
}
14
}
15
16
class
ActionArmExplosive
:
ActionContinuousBase
17
{
18
void
ActionArmExplosive
()
19
{
20
m_CallbackClass =
ActionArmExplosiveCB
;
21
m_CommandUID
=
DayZPlayerConstants
.CMD_ACTIONFB_CRAFTING;
22
m_FullBody =
true
;
23
m_SpecialtyWeight = UASoftSkillsWeight.PRECISE_LOW;
24
m_Text =
"#STR_ArmExplosive"
;
25
m_Sound
=
"craft_universal_0"
;
26
}
27
28
override
void
CreateConditionComponents
()
29
{
30
m_ConditionTarget =
new
CCTNonRuined
(
UAMaxDistances
.
DEFAULT
);
31
m_ConditionItem =
new
CCINotPresent
();
32
}
33
34
override
typename
GetInputType
()
35
{
36
return
ContinuousInteractActionInput
;
37
}
38
39
override
bool
HasProgress
()
40
{
41
return
true
;
42
}
43
44
override
bool
ActionCondition
(
PlayerBase
player,
ActionTarget
target,
ItemBase
item)
45
{
46
if
(target.GetParent())
47
return
false
;
48
49
ItemBase
targetItem =
ItemBase
.Cast(target.GetObject());
50
if
(targetItem && targetItem.IsBeingPlaced())
51
return
false
;
52
53
ExplosivesBase
explosive =
ExplosivesBase
.Cast(target.GetObject());
54
55
return
explosive && !explosive.GetArmed();
56
}
57
58
override
void
OnStartServer
(
ActionData
action_data)
59
{
60
super.OnStartServer(action_data);
61
62
ExplosivesBase
item =
ExplosivesBase
.Cast(action_data.m_Target.GetObject());
63
if
(item.GetArmSoundset() !=
string
.Empty)
64
item.StartItemSoundServer(SoundConstants.ITEM_EXPLOSIVE_ARM);
65
}
66
67
override
void
OnEndServer
(
ActionData
action_data)
68
{
69
super.OnEndServer(action_data);
70
71
ExplosivesBase
item =
ExplosivesBase
.Cast(action_data.m_Target.GetObject());
72
if
(item.GetArmSoundset() !=
string
.Empty)
73
item.StopItemSoundServer(SoundConstants.ITEM_EXPLOSIVE_ARM);
74
}
75
76
override
void
OnFinishProgressServer
(
ActionData
action_data)
77
{
78
super.OnFinishProgressServer(action_data);
79
80
ExplosivesBase
explosive =
ExplosivesBase
.Cast(action_data.m_Target.GetObject());
81
if
(explosive)
82
explosive.OnPlacementComplete(action_data.m_Player, explosive.GetPosition(), action_data.m_Player.GetOrientation());
83
}
84
}
ActionArmExplosive
ActionArmExplosiveCB ActionContinuousBaseCB ActionArmExplosive()
Definition
actionarmexplosive.c:18
m_CommandUID
int m_CommandUID
Definition
actionbase.c:31
ActionData
ActionBase ActionData
Definition
actionbase.c:30
ActionTarget
class ActionTargets ActionTarget
ActionArmExplosiveCB
Definition
actionarmexplosive.c:2
ActionArmExplosiveCB::InitActionComponent
override void InitActionComponent()
Definition
actionarmexplosive.c:8
ActionArmExplosiveCB::CreateActionComponent
override void CreateActionComponent()
Definition
actionarmexplosive.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::OnFinishProgressServer
void OnFinishProgressServer(ActionData action_data)
Definition
actioncontinuousbase.c:283
ActionContinuousBase::GetInputType
override GetInputType()
Definition
actioncontinuousbase.c:179
AnimatedActionBase::OnEndServer
override void OnEndServer(ActionData action_data)
Definition
animatedactionbase.c:497
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
PlayerBase
Definition
playerbaseclient.c:2
UAMaxDistances
Definition
actionconstants.c:110
UAMaxDistances::DEFAULT
const float DEFAULT
Definition
actionconstants.c:112
UATimeSpent
Definition
actionconstants.c:28
UATimeSpent::EXPLOSIVE_ARM
const float EXPLOSIVE_ARM
Definition
actionconstants.c:104
RegisterAnimationEvent
class DayZCreatureAnimInterface RegisterAnimationEvent(string event_name, string function_name)
DayZPlayerConstants
DayZPlayerConstants
defined in C++
Definition
dayzplayer.c:602
ExplosivesBase
void ExplosivesBase()
Definition
explosivesbase.c:42
UA_IN_CRAFTING
const int UA_IN_CRAFTING
Definition
constants.c:486
m_Sound
EffectSound m_Sound
Definition
hungersoundhandler.c:18
Games
Dayz
scripts
4_world
classes
useractionscomponent
actions
continuous
actionarmexplosive.c
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