Dayz
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actionraiseflag.c
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1
class
ActionManipulateFlagCB
:
ActionContinuousBaseCB
2
{
3
override
void
CreateActionComponent
()
4
{
5
m_ActionData
.m_ActionComponent =
new
CAContinuousRepeat
(1);
6
}
7
};
8
9
class
ActionRaiseFlag
:
ActionContinuousBase
10
{
11
void
ActionRaiseFlag
()
12
{
13
m_CallbackClass
=
ActionManipulateFlagCB
;
14
m_CommandUID
=
DayZPlayerConstants
.CMD_ACTIONFB_RAISE_FLAG;
15
m_FullBody
=
true
;
16
m_StanceMask
=
DayZPlayerConstants
.STANCEMASK_ERECT;
17
m_Text
=
"#raise_flag"
;
18
}
19
20
override
void
CreateConditionComponents
()
21
{
22
m_ConditionTarget
=
new
CCTCursor
;
23
m_ConditionItem
=
new
CCINone
;
24
}
25
26
override
typename
GetInputType
()
27
{
28
return
ContinuousInteractActionInput
;
29
}
30
31
override
bool
HasTarget
()
32
{
33
return
true
;
34
}
35
36
override
bool
HasProgress
()
37
{
38
return
true
;
39
}
40
41
override
bool
ActionCondition
(
PlayerBase
player,
ActionTarget
target,
ItemBase
item )
42
{
43
TerritoryFlag
totem =
TerritoryFlag
.Cast( target.GetObject() );
44
if
(!totem)
45
return
false
;
46
47
float
state = totem.GetAnimationPhase(
"flag_mast"
);
48
if
( totem.FindAttachmentBySlotName(
"Material_FPole_Flag"
) && state > 0 )
49
{
50
return
true
;
51
}
52
53
return
false
;
54
}
55
56
override
void
OnFinishProgressServer
(
ActionData
action_data )
57
{
58
TerritoryFlag
totem =
TerritoryFlag
.Cast( action_data.m_Target.GetObject() );
59
if
( totem )
60
{
61
totem.AnimateFlagEx(totem.GetAnimationPhase(
"flag_mast"
) -
UAMisc
.
FLAG_STEP_INCREMENT
, action_data.m_Player);
62
totem.AddRefresherTime01(
UAMisc
.
FLAG_STEP_INCREMENT
);
63
}
64
}
65
};
ActionData
ActionBase ActionData
Definition
actionbase.c:30
ActionTarget
class ActionTargets ActionTarget
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_ConditionItem
ref CCIBase m_ConditionItem
Definition
actionbase.c:70
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
ActionManipulateFlagCB
Definition
actionraiseflag.c:2
ActionManipulateFlagCB::CreateActionComponent
override void CreateActionComponent()
Definition
actionraiseflag.c:3
ActionRaiseFlag::OnFinishProgressServer
override void OnFinishProgressServer(ActionData action_data)
Definition
actionraiseflag.c:56
ActionRaiseFlag::HasProgress
override bool HasProgress()
Definition
actionraiseflag.c:36
ActionRaiseFlag::CreateConditionComponents
override void CreateConditionComponents()
Definition
actionraiseflag.c:20
ActionRaiseFlag::ActionCondition
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
Definition
actionraiseflag.c:41
ActionRaiseFlag::GetInputType
override GetInputType()
Definition
actionraiseflag.c:26
ActionRaiseFlag::HasTarget
override bool HasTarget()
Definition
actionraiseflag.c:31
ActionRaiseFlag::ActionRaiseFlag
void ActionRaiseFlag()
Definition
actionraiseflag.c:11
AnimatedActionBase::m_CommandUID
int m_CommandUID
Definition
animatedactionbase.c:143
AnimatedActionBase::m_CallbackClass
m_CallbackClass
Definition
animatedactionbase.c:145
CAContinuousRepeat
Definition
cacontinuousrepeat.c:2
CCINone
Definition
ccinone.c:2
CCTCursor
Definition
cctcursor.c:2
ContinuousInteractActionInput
Definition
actioninput.c:523
ItemBase
Definition
inventoryitem.c:742
PlayerBase
Definition
playerbaseclient.c:2
TerritoryFlag
Definition
staticflagpole.c:28
UAMisc
Definition
actionconstants.c:173
UAMisc::FLAG_STEP_INCREMENT
const float FLAG_STEP_INCREMENT
Definition
actionconstants.c:174
DayZPlayerConstants
DayZPlayerConstants
defined in C++
Definition
dayzplayer.c:602
Games
Dayz
scripts
4_world
classes
useractionscomponent
actions
continuous
actionraiseflag.c
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