Dayz
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actionbreaklongwoodenstick.c
Go to the documentation of this file.
1
class
ActionBreakLongWoodenStickCB
:
ActionContinuousBaseCB
2
{
3
private
const
float
TIME_TO_BREAK_STICKS
= 5.0;
4
5
override
void
CreateActionComponent
()
6
{
7
//float adjusted_time = m_ActionData.m_Player.GetSoftSkillsManager().AdjustCraftingTime(TIME_TO_BREAK_STICKS,UASoftSkillsWeight.ROUGH_HIGH);
8
m_ActionData
.m_ActionComponent =
new
CAContinuousTime
(
TIME_TO_BREAK_STICKS
);
9
}
10
};
11
12
class
ActionBreakLongWoodenStick
:
ActionContinuousBase
13
{
14
void
ActionBreakLongWoodenStick
()
15
{
16
m_CallbackClass
=
ActionBreakLongWoodenStickCB
;
17
m_CommandUID
=
DayZPlayerConstants
.CMD_ACTIONFB_BREAKING_STICK;
18
m_FullBody
=
true
;
19
m_StanceMask
=
DayZPlayerConstants
.STANCEMASK_CROUCH;
20
m_SpecialtyWeight
= UASoftSkillsWeight.ROUGH_HIGH;
21
m_Text
=
"#STR_split0"
;
22
}
23
24
override
void
CreateConditionComponents
()
25
{
26
m_ConditionItem
=
new
CCINonRuined
;
27
m_ConditionTarget
=
new
CCTNone
;
28
}
29
30
override
bool
ActionCondition
(
PlayerBase
player,
ActionTarget
target,
ItemBase
item )
31
{
32
if
(item.IsEmpty() && (!item.GetCompEM() || !item.GetCompEM().IsWorking()))
33
{
34
return
true
;
35
}
36
else
37
{
38
return
false
;
39
}
40
}
41
42
override
bool
HasTarget
()
43
{
44
return
false
;
45
}
46
47
override
void
OnFinishProgressServer
(
ActionData
action_data )
48
{
49
ItemBase
startingItem = action_data.m_MainItem;
50
51
//singleplayer
52
ClearInventoryReservationEx
(action_data);
53
54
BreakLongWoodenStick
lambda =
new
BreakLongWoodenStick
(action_data.m_MainItem,
"WoodenStick"
, action_data.m_Player, 3);
55
action_data.m_Player.ServerReplaceItemInHandsWithNew(lambda);
56
57
if
(
LongWoodenStick
.Cast(startingItem) == null)
// case if it is a broom
58
{
59
EntityAI
longStick = action_data.m_Player.SpawnEntityOnGroundRaycastDispersed(
"LongWoodenStick"
);
60
61
ItemBase
item_result;
62
Class
.
CastTo
(item_result, longStick);
63
64
MiscGameplayFunctions.TransferItemProperties(action_data.m_MainItem, item_result);
65
}
66
}
67
};
68
69
class
BreakLongWoodenStick
:
ReplaceItemWithNewLambdaBase
70
{
71
int
m_ItemCount
;
72
73
void
BreakLongWoodenStick
(
EntityAI
old_item,
string
new_item_type,
PlayerBase
player,
int
count)
74
{
75
m_ItemCount
= count;
76
}
77
78
override
void
CopyOldPropertiesToNew
(notnull
EntityAI
old_item,
EntityAI
new_item)
79
{
80
super.CopyOldPropertiesToNew(old_item, new_item);
81
82
ItemBase
sticks;
83
Class
.
CastTo
(sticks, new_item);
84
85
ItemBase
ingredient;
86
Class
.
CastTo
(ingredient, old_item);
87
88
MiscGameplayFunctions.TransferItemProperties(ingredient, sticks);
89
90
sticks.
SetQuantity
(
m_ItemCount
);
91
}
92
};
ActionData
ActionBase ActionData
Definition
actionbase.c:30
ActionTarget
class ActionTargets ActionTarget
ActionBaseCB::m_ActionData
ActionData m_ActionData
Definition
animatedactionbase.c:3
ActionBase::m_FullBody
bool m_FullBody
Definition
actionbase.c:67
ActionBase::m_Text
string m_Text
Definition
actionbase.c:64
ActionBase::m_ConditionItem
ref CCIBase m_ConditionItem
Definition
actionbase.c:70
ActionBase::m_SpecialtyWeight
float m_SpecialtyWeight
Definition
actionbase.c:83
ActionBase::m_ConditionTarget
ref CCTBase m_ConditionTarget
Definition
actionbase.c:71
ActionBase::ClearInventoryReservationEx
void ClearInventoryReservationEx(ActionData action_data)
Definition
actionbase.c:1040
ActionBase::m_StanceMask
int m_StanceMask
Definition
actionbase.c:68
ActionBreakLongWoodenStickCB
Definition
actionbreaklongwoodenstick.c:2
ActionBreakLongWoodenStickCB::TIME_TO_BREAK_STICKS
const float TIME_TO_BREAK_STICKS
Definition
actionbreaklongwoodenstick.c:3
ActionBreakLongWoodenStickCB::CreateActionComponent
override void CreateActionComponent()
Definition
actionbreaklongwoodenstick.c:5
ActionBreakLongWoodenStick::OnFinishProgressServer
override void OnFinishProgressServer(ActionData action_data)
Definition
actionbreaklongwoodenstick.c:47
ActionBreakLongWoodenStick::CreateConditionComponents
override void CreateConditionComponents()
Definition
actionbreaklongwoodenstick.c:24
ActionBreakLongWoodenStick::ActionBreakLongWoodenStick
void ActionBreakLongWoodenStick()
Definition
actionbreaklongwoodenstick.c:14
ActionBreakLongWoodenStick::ActionCondition
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
Definition
actionbreaklongwoodenstick.c:30
ActionBreakLongWoodenStick::HasTarget
override bool HasTarget()
Definition
actionbreaklongwoodenstick.c:42
ActionContinuousBaseCB
Definition
actioncontinuousbase.c:2
ActionContinuousBase::ActionContinuousBase
void ActionContinuousBase()
Definition
actioncontinuousbase.c:124
AnimatedActionBase::m_CommandUID
int m_CommandUID
Definition
animatedactionbase.c:143
AnimatedActionBase::m_CallbackClass
m_CallbackClass
Definition
animatedactionbase.c:145
BreakLongWoodenStick
Definition
actionbreaklongwoodenstick.c:70
BreakLongWoodenStick::CopyOldPropertiesToNew
override void CopyOldPropertiesToNew(notnull EntityAI old_item, EntityAI new_item)
Definition
actionbreaklongwoodenstick.c:78
BreakLongWoodenStick::m_ItemCount
int m_ItemCount
Definition
actionbreaklongwoodenstick.c:71
BreakLongWoodenStick::BreakLongWoodenStick
void BreakLongWoodenStick(EntityAI old_item, string new_item_type, PlayerBase player, int count)
Definition
actionbreaklongwoodenstick.c:73
CAContinuousTime
Definition
cacontinuoustime.c:2
CCINonRuined
Definition
ccinonruined.c:2
CCTNone
Definition
cctnone.c:2
Class
Super root of all classes in Enforce script.
Definition
enscript.c:11
EntityAI
Definition
inventoryitem.c:2
ItemBase
Definition
inventoryitem.c:742
ItemBase::SetQuantity
override bool SetQuantity(float value, bool destroy_config=true, bool destroy_forced=false, bool allow_client=false, bool clamp_to_stack_max=true)
Definition
pileofwoodenplanks.c:88
LongWoodenStick
Definition
crafting.c:34
PlayerBase
Definition
playerbaseclient.c:2
ReplaceItemWithNewLambdaBase::ReplaceItemWithNewLambdaBase
void ReplaceItemWithNewLambdaBase(EntityAI old_item, string new_item_type)
Definition
replaceitemwithnewlambdabase.c:13
DayZPlayerConstants
DayZPlayerConstants
defined in C++
Definition
dayzplayer.c:602
Class::CastTo
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.
Games
Dayz
scripts
4_world
classes
useractionscomponent
actions
continuous
actionbreaklongwoodenstick.c
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