Dayz
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actionpourliquid.c
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1
class
ActionPourLiquidCB
:
ActionContinuousBaseCB
2
{
3
private
const
float
TIME_TO_REPEAT
= 0.25;
4
5
override
void
CreateActionComponent
()
6
{
7
m_ActionData
.m_ActionComponent =
new
CAContinuousQuantityLiquidTransfer
(
UAQuantityConsumed
.
DRAIN_LIQUID
,
TIME_TO_REPEAT
,
false
);
8
}
9
};
10
11
class
ActionPourLiquid
:
ActionContinuousBase
12
{
13
void
ActionPourLiquid
()
14
{
15
m_CallbackClass
=
ActionPourLiquidCB
;
16
m_CommandUID
=
DayZPlayerConstants
.CMD_ACTIONMOD_EMPTY_VESSEL;
17
m_CommandUIDProne
=
DayZPlayerConstants
.CMD_ACTIONFB_EMPTY_VESSEL;
18
m_SpecialtyWeight
= UASoftSkillsWeight.PRECISE_LOW;
19
m_Text
=
"#pour_liquid"
;
20
}
21
22
override
void
CreateConditionComponents
()
23
{
24
m_ConditionItem
=
new
CCINonRuined
;
25
m_ConditionTarget
=
new
CCTNonRuined
(
UAMaxDistances
.
DEFAULT
);
26
}
27
28
override
bool
HasProneException
()
29
{
30
return
true
;
31
}
32
33
override
bool
ActionCondition
(
PlayerBase
player,
ActionTarget
target,
ItemBase
item )
34
{
35
ItemBase
target_item =
ItemBase
.Cast(target.GetObject());
36
37
if
( target_item && item )
38
{
39
return
Liquid.CanTransfer(item,target_item);;
40
}
41
return
false
;
42
}
43
44
override
void
OnStartAnimationLoop
(
ActionData
action_data )
45
{
46
if
( !
g_Game
.IsMultiplayer() ||
g_Game
.IsServer() )
47
{
48
Bottle_Base
vessel_in_hands =
Bottle_Base
.Cast( action_data.m_Target.GetObject() );
49
Param1<bool> play =
new
Param1<bool>(
true
);
50
51
g_Game
.RPCSingleParam( vessel_in_hands,
SoundTypeBottle
.POURING, play,
true
);
52
}
53
}
54
55
override
void
OnEndAnimationLoop
(
ActionData
action_data )
56
{
57
if
( !
g_Game
.IsMultiplayer() ||
g_Game
.IsServer() )
58
{
59
Bottle_Base
target_vessel =
Bottle_Base
.Cast( action_data.m_Target.GetObject());
60
Param1<bool> play =
new
Param1<bool>(
false
);
61
62
g_Game
.RPCSingleParam( target_vessel,
SoundTypeBottle
.POURING, play,
true
);
63
}
64
}
65
66
override
void
OnEnd
(
ActionData
action_data )
67
{
68
if
( !
g_Game
.IsMultiplayer() ||
g_Game
.IsServer() )
69
{
70
Bottle_Base
target_vessel =
Bottle_Base
.Cast( action_data.m_Target.GetObject());
71
Param1<bool> play =
new
Param1<bool>(
false
);
72
73
g_Game
.RPCSingleParam( target_vessel,
SoundTypeBottle
.POURING, play,
true
);
74
}
75
}
76
};
ActionData
ActionBase ActionData
Definition
actionbase.c:30
ActionTarget
class ActionTargets ActionTarget
SoundTypeBottle
SoundTypeBottle
Definition
bottle_base.c:2
ActionBaseCB::m_ActionData
ActionData m_ActionData
Definition
animatedactionbase.c:3
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
ActionContinuousBaseCB
Definition
actioncontinuousbase.c:2
ActionContinuousBase::ActionContinuousBase
void ActionContinuousBase()
Definition
actioncontinuousbase.c:124
ActionPourLiquidCB
Definition
actionpourliquid.c:2
ActionPourLiquidCB::TIME_TO_REPEAT
const float TIME_TO_REPEAT
Definition
actionpourliquid.c:3
ActionPourLiquidCB::CreateActionComponent
override void CreateActionComponent()
Definition
actionpourliquid.c:5
ActionPourLiquid::OnStartAnimationLoop
override void OnStartAnimationLoop(ActionData action_data)
Definition
actionpourliquid.c:44
ActionPourLiquid::CreateConditionComponents
override void CreateConditionComponents()
Definition
actionpourliquid.c:22
ActionPourLiquid::OnEndAnimationLoop
override void OnEndAnimationLoop(ActionData action_data)
Definition
actionpourliquid.c:55
ActionPourLiquid::OnEnd
override void OnEnd(ActionData action_data)
Definition
actionpourliquid.c:66
ActionPourLiquid::ActionCondition
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
Definition
actionpourliquid.c:33
ActionPourLiquid::HasProneException
override bool HasProneException()
Definition
actionpourliquid.c:28
ActionPourLiquid::ActionPourLiquid
void ActionPourLiquid()
Definition
actionpourliquid.c:13
AnimatedActionBase::m_CommandUIDProne
int m_CommandUIDProne
Definition
animatedactionbase.c:144
AnimatedActionBase::m_CommandUID
int m_CommandUID
Definition
animatedactionbase.c:143
AnimatedActionBase::m_CallbackClass
m_CallbackClass
Definition
animatedactionbase.c:145
Bottle_Base
Definition
canteen.c:2
CAContinuousQuantityLiquidTransfer
Definition
cacontinuousquantityliquidtransfer.c:2
CCINonRuined
Definition
ccinonruined.c:2
CCTNonRuined
Definition
cctnonruined.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
UAQuantityConsumed
Definition
actionconstants.c:4
UAQuantityConsumed::DRAIN_LIQUID
const float DRAIN_LIQUID
Definition
actionconstants.c:13
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
actionpourliquid.c
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