Dayz
Build 1.29.163047, Scripts Rev. 123548
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actionfillcoolant.c
Go to the documentation of this file.
1
class
ActionFillCoolantCB
:
ActionContinuousBaseCB
2
{
3
private
const
float
TIME_TO_REPEAT
= 0.075;
4
5
override
void
CreateActionComponent
()
6
{
7
m_ActionData
.m_ActionComponent =
new
CAContinuousFillCoolant
(
UAQuantityConsumed
.
FUEL
,
TIME_TO_REPEAT
);
8
}
9
};
10
11
class
ActionFillCoolant
:
ActionContinuousBase
12
{
13
const
string
RADIATOR_SELECTION_NAME
=
"radiator"
;
14
15
void
ActionFillCoolant
()
16
{
17
m_CallbackClass
=
ActionFillCoolantCB
;
18
m_CommandUID
=
DayZPlayerConstants
.CMD_ACTIONFB_EMPTY_VESSEL;
19
m_StanceMask
=
DayZPlayerConstants
.STANCEMASK_ERECT |
DayZPlayerConstants
.STANCEMASK_CROUCH;
20
m_FullBody
=
true
;
21
m_SpecialtyWeight
= UASoftSkillsWeight.PRECISE_LOW;
22
m_LockTargetOnUse
=
false
;
23
m_Text
=
"#refill_car"
;
24
25
}
26
27
override
void
CreateConditionComponents
()
28
{
29
m_ConditionItem
=
new
CCINonRuined
;
30
m_ConditionTarget
=
new
CCTParent
(10);
31
}
32
33
override
bool
IsUsingProxies
()
34
{
35
return
true
;
36
}
37
38
override
bool
ActionCondition
(
PlayerBase
player,
ActionTarget
target,
ItemBase
item )
39
{
40
if
(!target)
41
return
false
;
42
43
if
(item.GetQuantity() <= 0)
44
return
false
;
45
46
if
(item.GetLiquidType() !=
LIQUID_WATER
)
47
return
false
;
48
49
if
(item.GetIsFrozen())
50
{
51
return
false
;
52
}
53
54
Car
car =
Car
.Cast( target.GetParent() );
55
if
(!car)
56
return
false
;
57
58
if
(car.GetFluidFraction(
CarFluid
.COOLANT ) >= 0.95)
59
return
false
;
60
61
array<string>
selections =
new
array<string>
;
62
target.GetObject().GetActionComponentNameList(target.GetComponentIndex(), selections);
63
64
CarScript
carS =
CarScript
.Cast(car);
65
66
if
(carS)
67
{
68
EntityAI
radiator = null;
69
EntityAI
carAI;
70
71
if
(CastTo(carAI, car))
72
{
73
radiator = carAI.GetInventory().FindAttachment(
InventorySlots
.
GetSlotIdFromString
(
"CarRadiator"
));
74
if
(radiator && !radiator.IsRuined())
75
{
76
for
(
int
s = 0; s < selections.Count(); s++)
77
{
78
if
(selections[s] == carS.GetActionCompNameCoolant())
79
{
80
float
dist =
vector
.
Distance
( carS.GetCoolantPtcPosWS(), player.GetPosition() );
81
82
if
(dist < carS.GetActionDistanceCoolant())
83
return
true
;
84
}
85
}
86
}
87
}
88
}
89
90
return
false
;
91
}
92
};
ActionTarget
class ActionTargets ActionTarget
CarFluid
CarFluid
Type of vehicle's fluid. (native, do not change or extend).
Definition
car.c:19
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_LockTargetOnUse
bool m_LockTargetOnUse
Definition
actionbase.c:66
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::m_StanceMask
int m_StanceMask
Definition
actionbase.c:68
ActionContinuousBaseCB
Definition
actioncontinuousbase.c:2
ActionContinuousBase::ActionContinuousBase
void ActionContinuousBase()
Definition
actioncontinuousbase.c:124
ActionFillCoolantCB
Definition
actionfillcoolant.c:2
ActionFillCoolantCB::TIME_TO_REPEAT
const float TIME_TO_REPEAT
Definition
actionfillcoolant.c:3
ActionFillCoolantCB::CreateActionComponent
override void CreateActionComponent()
Definition
actionfillcoolant.c:5
ActionFillCoolant::CreateConditionComponents
override void CreateConditionComponents()
Definition
actionfillcoolant.c:27
ActionFillCoolant::RADIATOR_SELECTION_NAME
const string RADIATOR_SELECTION_NAME
Definition
actionfillcoolant.c:13
ActionFillCoolant::ActionCondition
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
Definition
actionfillcoolant.c:38
ActionFillCoolant::IsUsingProxies
override bool IsUsingProxies()
Definition
actionfillcoolant.c:33
ActionFillCoolant::ActionFillCoolant
void ActionFillCoolant()
Definition
actionfillcoolant.c:15
AnimatedActionBase::m_CommandUID
int m_CommandUID
Definition
animatedactionbase.c:143
AnimatedActionBase::m_CallbackClass
m_CallbackClass
Definition
animatedactionbase.c:145
CAContinuousFillCoolant
Definition
cacontinuousfillcoolant.c:2
CCINonRuined
Definition
ccinonruined.c:2
CCTParent
Definition
cctobject.c:27
Car
Base script class for cars.
Definition
carscript.c:171
CarScript
Definition
civiliansedan.c:2
EntityAI
Definition
inventoryitem.c:2
InventorySlots
provides access to slot configuration
Definition
inventoryslots.c:6
InventorySlots::GetSlotIdFromString
static proto native int GetSlotIdFromString(string slot_name)
ItemBase
Definition
inventoryitem.c:742
PlayerBase
Definition
playerbaseclient.c:2
UAQuantityConsumed
Definition
actionconstants.c:4
UAQuantityConsumed::FUEL
const float FUEL
Definition
actionconstants.c:17
array
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
Definition
isboxcollidinggeometryproxyclasses.c:28
vector
Definition
enconvert.c:119
vector::Distance
static proto native float Distance(vector v1, vector v2)
Returns the distance between tips of two 3D vectors.
DayZPlayerConstants
DayZPlayerConstants
defined in C++
Definition
dayzplayer.c:602
LIQUID_WATER
const int LIQUID_WATER
Definition
constants.c:544
Games
Dayz
scripts
4_world
classes
useractionscomponent
actions
continuous
vehicles
actionfillcoolant.c
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