Dayz
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actiondialcombinationlockontarget.c
Go to the documentation of this file.
1
class
ActionDialCombinationLockOnTargetCB
:
ActionContinuousBaseCB
2
{
3
private
const
float
REPEAT_AFTER_SEC
= 0.5;
4
5
override
void
CreateActionComponent
()
6
{
7
m_ActionData
.m_ActionComponent =
new
CAContinuousRepeat
(
REPEAT_AFTER_SEC
);
8
}
9
}
10
11
class
ActionDialCombinationLockOnTarget
:
ActionContinuousBase
12
{
13
void
ActionDialCombinationLockOnTarget
()
14
{
15
m_CallbackClass =
ActionDialCombinationLockOnTargetCB
;
16
m_CommandUID
=
DayZPlayerConstants
.CMD_ACTIONMOD_OPENITEM;
17
m_CommandUIDProne
=
DayZPlayerConstants
.CMD_ACTIONFB_OPENITEM;
18
m_SpecialtyWeight = UASoftSkillsWeight.ROUGH_LOW;
19
m_Text =
"#dial_combination_lock"
;
20
}
21
22
override
void
CreateConditionComponents
()
23
{
24
m_ConditionItem =
new
CCINone
();
25
m_ConditionTarget =
new
CCTNonRuined
(
UAMaxDistances
.
DEFAULT
);
26
}
27
28
override
bool
HasProneException
()
29
{
30
return
true
;
31
}
32
33
override
typename
GetInputType
()
34
{
35
return
ContinuousInteractActionInput
;
36
}
37
38
override
void
OnActionInfoUpdate
(
PlayerBase
player,
ActionTarget
target,
ItemBase
item)
39
{
40
ConstructionActionData
constructionActionData = player.GetConstructionActionData();
41
m_Text =
"#dial_combination_lock "
+ constructionActionData.
GetDialNumberText
();
42
}
43
44
override
bool
ActionCondition
(
PlayerBase
player,
ActionTarget
target,
ItemBase
item)
45
{
46
if
(!target.GetObject())
47
return
false
;
48
49
CombinationLock
lock =
CombinationLock
.Cast(target.GetObject());
50
if
(lock && lock.GetHierarchyParent() && Fence.Cast(lock.GetHierarchyParent()))
51
{
52
ConstructionActionData
constructionActionData = player.GetConstructionActionData();
53
constructionActionData.
SetCombinationLock
(lock);
54
55
return
true
;
56
}
57
58
return
false
;
59
}
60
61
override
void
OnFinishProgressServer
(
ActionData
action_data)
62
{
63
//set dialed number
64
ConstructionActionData
constructionActionData = action_data.m_Player.GetConstructionActionData();
65
CombinationLock
combination_lock = constructionActionData.
GetCombinationLock
();
66
if
(combination_lock)
67
{
68
combination_lock.DialNextNumber();
69
70
//check for unlock state
71
if
(!combination_lock.IsLockedOnGate())
72
{
73
if
(
g_Game
.IsMultiplayer())
74
ClearActionJuncture
(action_data);
75
else
76
ClearInventoryReservationEx
(action_data);
77
78
EntityAI
target_entity =
EntityAI
.Cast(action_data.m_Target.GetObject());
79
combination_lock.UnlockServer(action_data.m_Player, target_entity.GetHierarchyParent());
80
}
81
}
82
}
83
}
m_CommandUIDProne
int m_CommandUIDProne
Definition
actionbase.c:32
m_CommandUID
int m_CommandUID
Definition
actionbase.c:31
ActionData
ActionBase ActionData
Definition
actionbase.c:30
ActionDialCombinationLockOnTarget
ActionDialCombinationLockOnTargetCB ActionContinuousBaseCB ActionDialCombinationLockOnTarget()
Definition
actiondialcombinationlockontarget.c:13
ActionTarget
class ActionTargets ActionTarget
ActionBaseCB::m_ActionData
ActionData m_ActionData
Definition
animatedactionbase.c:3
ActionBase::CreateConditionComponents
void CreateConditionComponents()
Definition
actionbase.c:236
ActionBase::OnActionInfoUpdate
void OnActionInfoUpdate(PlayerBase player, ActionTarget target, ItemBase item)
Definition
actionbase.c:1237
ActionBase::ClearInventoryReservationEx
void ClearInventoryReservationEx(ActionData action_data)
Definition
actionbase.c:1040
ActionBase::ClearActionJuncture
void ClearActionJuncture(ActionData action_data)
Definition
actionbase.c:1104
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
ActionDialCombinationLockOnTargetCB
Definition
actiondialcombinationlockontarget.c:2
ActionDialCombinationLockOnTargetCB::CreateActionComponent
override void CreateActionComponent()
Definition
actiondialcombinationlockontarget.c:5
ActionDialCombinationLockOnTargetCB::REPEAT_AFTER_SEC
const float REPEAT_AFTER_SEC
Definition
actiondialcombinationlockontarget.c:3
AnimatedActionBase::ActionCondition
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
Definition
animatedactionbase.c:240
AnimatedActionBase::HasProneException
override bool HasProneException()
Definition
animatedactionbase.c:318
CAContinuousRepeat
Definition
cacontinuousrepeat.c:2
CCINone
Definition
ccinone.c:2
CCTNonRuined
Definition
cctnonruined.c:2
CombinationLock
Definition
combinationlock4.c:2
ConstructionActionData
Definition
constructionactiondata.c:2
ConstructionActionData::GetDialNumberText
string GetDialNumberText()
Definition
constructionactiondata.c:215
ConstructionActionData::GetCombinationLock
CombinationLock GetCombinationLock()
Definition
constructionactiondata.c:205
ConstructionActionData::SetCombinationLock
void SetCombinationLock(CombinationLock combination_lock)
Definition
constructionactiondata.c:210
ContinuousInteractActionInput
Definition
actioninput.c:523
EntityAI
Definition
inventoryitem.c:2
ItemBase
Definition
inventoryitem.c:742
PlayerBase
Definition
playerbaseclient.c:2
UAMaxDistances
Definition
actionconstants.c:110
UAMaxDistances::DEFAULT
const float DEFAULT
Definition
actionconstants.c:112
g_Game
DayZGame g_Game
Definition
dayzgame.c:3942
DayZPlayerConstants
DayZPlayerConstants
defined in C++
Definition
dayzplayer.c:602
Games
Dayz
scripts
4_world
classes
useractionscomponent
actions
continuous
actiondialcombinationlockontarget.c
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