Dayz
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actionfoldbasebuildingobject.c
Go to the documentation of this file.
1
class
ActionFoldBaseBuildingObjectCB
:
ActionContinuousBaseCB
2
{
3
override
void
CreateActionComponent
()
4
{
5
m_ActionData
.m_ActionComponent =
new
CAContinuousTime
(
UATimeSpent
.
DEFAULT_DEPLOY
);
6
}
7
}
8
9
class
ActionFoldBaseBuildingObject
:
ActionContinuousBase
10
{
11
void
ActionFoldBaseBuildingObject
()
12
{
13
m_CallbackClass =
ActionFoldBaseBuildingObjectCB
;
14
m_CommandUID
=
DayZPlayerConstants
.CMD_ACTIONFB_CRAFTING;
15
m_FullBody =
true
;
16
m_StanceMask
=
DayZPlayerConstants
.STANCEMASK_CROUCH;
17
m_SpecialtyWeight = UASoftSkillsWeight.ROUGH_HIGH;
18
19
m_Text =
"#fold"
;
20
}
21
22
override
void
CreateConditionComponents
()
23
{
24
m_ConditionTarget =
new
CCTNonRuined
(
UAMaxDistances
.
DEFAULT
);
25
m_ConditionItem =
new
CCINotPresent
();
26
}
27
28
override
typename
GetInputType
()
29
{
30
return
ContinuousInteractActionInput
;
31
}
32
33
override
bool
ActionCondition
(
PlayerBase
player,
ActionTarget
target,
ItemBase
item)
34
{
35
Object
targetObject = target.GetObject();
36
if
(targetObject.CanUseConstruction())
37
{
38
BaseBuildingBase
baseBuilding =
BaseBuildingBase
.Cast(targetObject);
39
40
if
(baseBuilding.CanFoldBaseBuildingObject())
41
return
true
;
42
}
43
44
return
false
;
45
}
46
47
override
void
OnStartServer
(
ActionData
action_data)
48
{
49
super.OnStartServer(action_data);
50
51
ItemBase
item =
ItemBase
.Cast(action_data.m_Target.GetObject());
52
if
(item.
GetLoopFoldSoundset
() !=
string
.
Empty
)
53
item.StartItemSoundServer(SoundConstants.ITEM_FOLD_LOOP);
54
}
55
56
override
void
OnFinishProgressServer
(
ActionData
action_data)
57
{
58
super.OnFinishProgressServer(action_data);
59
60
BaseBuildingBase
baseBuilding =
BaseBuildingBase
.Cast(action_data.m_Target.GetObject());
61
baseBuilding.CreateConstructionKitInHands(action_data.m_Player);
62
baseBuilding.DestroyConstruction();
63
64
if
(baseBuilding.GetFoldSoundset() !=
string
.Empty)
65
baseBuilding.StartItemSoundServer(SoundConstants.ITEM_FOLD);
66
if
(baseBuilding)
67
baseBuilding.StopItemSoundServer(SoundConstants.ITEM_FOLD_LOOP);
68
}
69
70
override
void
OnEndServer
(
ActionData
action_data)
71
{
72
super.OnEndServer(action_data);
73
74
//ItemBase item = ItemBase.Cast(action_data.m_Player.GetItemInHands());
75
ItemBase
item =
ItemBase
.Cast(action_data.m_Target.GetObject());
76
if
(item)
77
item.StopItemSoundServer(SoundConstants.ITEM_FOLD_LOOP);
78
}
79
80
override
string
GetAdminLogMessage
(
ActionData
action_data)
81
{
82
return
" folded "
+ action_data.m_Target.GetObject().GetDisplayName();
83
}
84
}
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
ActionFoldBaseBuildingObject
ActionFoldBaseBuildingObjectCB ActionContinuousBaseCB ActionFoldBaseBuildingObject()
Definition
actionfoldbasebuildingobject.c:11
ActionTarget
class ActionTargets ActionTarget
ActionBaseCB::m_ActionData
ActionData m_ActionData
Definition
animatedactionbase.c:3
ActionBase::CreateConditionComponents
void CreateConditionComponents()
Definition
actionbase.c:236
ActionBase::GetAdminLogMessage
string GetAdminLogMessage(ActionData action_data)
Definition
actionbase.c:1340
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
ActionFoldBaseBuildingObjectCB
Definition
actionfoldbasebuildingobject.c:2
ActionFoldBaseBuildingObjectCB::CreateActionComponent
override void CreateActionComponent()
Definition
actionfoldbasebuildingobject.c:3
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
BaseBuildingBase
Definition
fence.c:2
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
ItemBase::GetLoopFoldSoundset
override string GetLoopFoldSoundset()
Definition
basebuildingbase.c:113
Object
Definition
objecttyped.c:2
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::DEFAULT_DEPLOY
const float DEFAULT_DEPLOY
Definition
actionconstants.c:38
DayZPlayerConstants
DayZPlayerConstants
defined in C++
Definition
dayzplayer.c:602
string::Empty
static const string Empty
Definition
enstring.c:7
Games
Dayz
scripts
4_world
classes
useractionscomponent
actions
continuous
actionfoldbasebuildingobject.c
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