Dayz
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actiondisarmmine.c
Go to the documentation of this file.
1
class
ActionDisarmMineCB
:
ActionContinuousBaseCB
2
{
3
override
void
CreateActionComponent
()
4
{
5
m_ActionData
.m_ActionComponent =
new
CAContinuousTime
(
UATimeSpent
.
DISARM_MINE
);
6
}
7
}
8
9
class
ActionDisarmMine
:
ActionContinuousBase
10
{
11
void
ActionDisarmMine
()
12
{
13
m_CallbackClass =
ActionDisarmMineCB
;
14
m_CommandUID
=
DayZPlayerConstants
.CMD_ACTIONFB_INTERACT;
15
m_StanceMask
=
DayZPlayerConstants
.STANCEMASK_CROUCH;
16
m_FullBody =
true
;
17
18
m_Text =
"#disarm"
;
19
}
20
21
override
void
CreateConditionComponents
()
22
{
23
m_ConditionItem =
new
CCINonRuined
;
24
m_ConditionTarget =
new
CCTCursor
;
25
}
26
27
override
bool
ActionCondition
(
PlayerBase
player,
ActionTarget
target,
ItemBase
item )
28
{
29
if
(!target)
30
{
31
return
false
;
32
}
33
34
LandMineTrap
targetMine;
35
if
(
Class
.
CastTo
(targetMine, target.GetObject()) && item && IsInReach(player, target,
UAMaxDistances
.
DEFAULT
))
36
{
37
return
targetMine.IsActive() && targetMine.CanBeDisarmed();
38
}
39
40
return
false
;
41
}
42
43
override
void
OnStartAnimationLoop
(
ActionData
action_data)
44
{
45
if
(!
g_Game
.IsMultiplayer() ||
g_Game
.IsServer())
46
{
47
LandMineTrap
targetMine =
LandMineTrap
.Cast(action_data.m_Target.GetObject());
48
Param1<bool> play =
new
Param1<bool>(
true
);
49
g_Game
.RPCSingleParam(targetMine,
SoundTypeMine
.DISARMING, play,
true
);
50
}
51
}
52
53
override
void
OnExecute
(
ActionData
action_data)
54
{
55
if
(!
g_Game
.IsMultiplayer() ||
g_Game
.IsServer())
56
{
57
LandMineTrap
targetMine =
LandMineTrap
.Cast(action_data.m_Target.GetObject());
58
Param1<bool> play =
new
Param1<bool>(
true
);
59
g_Game
.RPCSingleParam(targetMine,
SoundTypeMine
.DISARMING, play,
true
);
60
}
61
}
62
63
override
void
OnEndAnimationLoop
(
ActionData
action_data )
64
{
65
if
(!
g_Game
.IsMultiplayer() ||
g_Game
.IsServer())
66
{
67
LandMineTrap
targetMine =
LandMineTrap
.Cast(action_data.m_Target.GetObject());
68
Param1<bool> play =
new
Param1<bool>(
false
);
69
g_Game
.RPCSingleParam(targetMine,
SoundTypeMine
.DISARMING, play,
true
);
70
}
71
}
72
73
override
void
OnFinishProgressServer
(
ActionData
action_data)
74
{
75
LandMineTrap
targetMine;
76
Class
.
CastTo
(targetMine, action_data.m_Target.GetObject());
77
78
ToolBase
tool;
79
Class
.
CastTo
(tool, action_data.m_MainItem);
80
81
if
(
Math
.
RandomIntInclusive
(0, 100) < tool.GetDisarmRate())
82
{
83
targetMine.Disarm();
84
}
85
else
86
{
87
targetMine.OnSteppedOn(action_data.m_Player);
88
}
89
90
MiscGameplayFunctions.DealAbsoluteDmg(action_data.m_MainItem, 2);
91
}
92
};
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
ActionDisarmMine
ActionDisarmMineCB ActionContinuousBaseCB ActionDisarmMine()
Definition
actiondisarmmine.c:11
ActionTarget
class ActionTargets ActionTarget
ActionBaseCB::m_ActionData
ActionData m_ActionData
Definition
animatedactionbase.c:3
ActionBase::CreateConditionComponents
void CreateConditionComponents()
Definition
actionbase.c:236
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
ActionDisarmMineCB
Definition
actiondisarmmine.c:2
ActionDisarmMineCB::CreateActionComponent
override void CreateActionComponent()
Definition
actiondisarmmine.c:3
AnimatedActionBase::OnExecute
void OnExecute(ActionData action_data)
Definition
animatedactionbase.c:171
AnimatedActionBase::ActionCondition
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
Definition
animatedactionbase.c:240
CAContinuousTime
Definition
cacontinuoustime.c:2
CCINonRuined
Definition
ccinonruined.c:2
CCTCursor
Definition
cctcursor.c:2
Class
Super root of all classes in Enforce script.
Definition
enscript.c:11
ItemBase
Definition
inventoryitem.c:742
Math
Definition
enmath.c:7
PlayerBase
Definition
playerbaseclient.c:2
ToolBase
Definition
boneknife.c:2
UAMaxDistances
Definition
actionconstants.c:110
UAMaxDistances::DEFAULT
const float DEFAULT
Definition
actionconstants.c:112
UATimeSpent
Definition
actionconstants.c:28
UATimeSpent::DISARM_MINE
const float DISARM_MINE
Definition
actionconstants.c:89
g_Game
DayZGame g_Game
Definition
dayzgame.c:3942
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.
Math::RandomIntInclusive
static int RandomIntInclusive(int min, int max)
Returns a random int number between and min [inclusive] and max [inclusive].
Definition
enmath.c:54
LandMineTrap
void LandMineTrap()
Definition
trap_landmine.c:17
SoundTypeMine
SoundTypeMine
Definition
trap_landmine.c:2
Games
Dayz
scripts
4_world
classes
useractionscomponent
actions
continuous
actiondisarmmine.c
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