Dayz
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actionreadpaper.c
Go to the documentation of this file.
1
class
ActionReadPaperCB
:
ActionContinuousBaseCB
2
{
3
override
void
CreateActionComponent
()
4
{
5
EnableStateChangeCallback
();
6
m_ActionData
.m_ActionComponent =
new
CAContinuousTime
(-1.0);
7
}
8
9
override
void
EndActionComponent
()
10
{
11
}
12
13
override
void
OnStateChange
(
int
pOldState,
int
pCurrentState)
14
{
15
if
(pCurrentState ==
STATE_NONE
&& (!
g_Game
.IsDedicatedServer()))
16
{
17
if
(
g_Game
.GetUIManager() &&
g_Game
.GetUIManager().IsMenuOpen(
MENU_NOTE
))
18
g_Game
.GetUIManager().FindMenu(
MENU_NOTE
).Close();
19
}
20
else
if
(pCurrentState ==
STATE_LOOP_LOOP
&& pOldState !=
STATE_LOOP_LOOP
&& (!
g_Game
.IsMultiplayer() ||
g_Game
.IsServer()))
21
{
22
ItemBase
paper_item =
ItemBase
.Cast(
m_ActionData
.m_MainItem);
23
Param1<string> text =
new
Param1<string>(paper_item.
GetWrittenNoteData
().
GetNoteText
());
24
paper_item.RPCSingleParam(
ERPCs
.RPC_READ_NOTE, text,
true
,
m_ActionData
.m_Player.GetIdentity());
25
}
26
}
27
};
28
30
class
ActionReadPaper
:
ActionContinuousBase
31
{
32
void
ActionReadPaper
()
33
{
34
m_CallbackClass
=
ActionReadPaperCB
;
35
m_CommandUID
=
DayZPlayerConstants
.CMD_ACTIONFB_VIEWNOTE;
36
m_FullBody
=
true
;
37
m_StanceMask
=
DayZPlayerConstants
.STANCEMASK_CROUCH |
DayZPlayerConstants
.STANCEMASK_ERECT |
DayZPlayerConstants
.STANCEMASK_PRONE;
38
m_Text
=
"#read"
;
39
}
40
41
override
void
CreateConditionComponents
()
42
{
43
m_ConditionItem
=
new
CCINonRuined
;
44
m_ConditionTarget
=
new
CCTNone
;
45
}
46
47
override
bool
HasTarget
()
48
{
49
return
false
;
50
}
51
52
override
void
OnUpdate
(
ActionData
action_data)
53
{
54
super.OnUpdate(action_data);
55
56
if
(!
g_Game
.IsDedicatedServer())
57
{
58
if
(action_data.m_State ==
UA_FINISHED
&&
g_Game
.GetUIManager() && !
g_Game
.GetUIManager().IsMenuOpen(
MENU_NOTE
))
59
{
60
ActionManagerClient
.Cast(action_data.m_Player.GetActionManager()).
RequestEndAction
();
61
}
62
}
63
}
64
65
override
void
OnEndRequest
(
ActionData
action_data)
66
{
67
if
(action_data.m_Callback)
68
{
69
action_data.m_Callback.InternalCommand(
DayZPlayerConstants
.CMD_ACTIONINT_INTERRUPT);
70
}
71
}
72
};
ActionData
ActionBase ActionData
Definition
actionbase.c:30
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
ActionManagerClient
Definition
actionmanagerclient.c:5
ActionManagerClient::RequestEndAction
override void RequestEndAction()
Definition
actionmanagerclient.c:266
ActionReadPaperCB
Definition
actionreadpaper.c:2
ActionReadPaperCB::OnStateChange
override void OnStateChange(int pOldState, int pCurrentState)
Definition
actionreadpaper.c:13
ActionReadPaperCB::CreateActionComponent
override void CreateActionComponent()
Definition
actionreadpaper.c:3
ActionReadPaperCB::EndActionComponent
override void EndActionComponent()
Definition
actionreadpaper.c:9
ActionReadPaper::ActionReadPaper
void ActionReadPaper()
Definition
actionreadpaper.c:32
ActionReadPaper::OnUpdate
override void OnUpdate(ActionData action_data)
Definition
actionreadpaper.c:52
ActionReadPaper::CreateConditionComponents
override void CreateConditionComponents()
Definition
actionreadpaper.c:41
ActionReadPaper::HasTarget
override bool HasTarget()
Definition
actionreadpaper.c:47
ActionReadPaper::OnEndRequest
override void OnEndRequest(ActionData action_data)
Definition
actionreadpaper.c:65
AnimatedActionBase::m_CommandUID
int m_CommandUID
Definition
animatedactionbase.c:143
AnimatedActionBase::m_CallbackClass
m_CallbackClass
Definition
animatedactionbase.c:145
CAContinuousTime
Definition
cacontinuoustime.c:2
CCINonRuined
Definition
ccinonruined.c:2
CCTNone
Definition
cctnone.c:2
ItemBase
Definition
inventoryitem.c:742
ItemBase::GetWrittenNoteData
override WrittenNoteData GetWrittenNoteData()
Definition
paper.c:30
WrittenNoteData::GetNoteText
string GetNoteText()
Definition
writtennotedata.c:73
g_Game
DayZGame g_Game
Definition
dayzgame.c:3942
DayZPlayerConstants
DayZPlayerConstants
defined in C++
Definition
dayzplayer.c:602
ERPCs
ERPCs
Definition
erpcs.c:2
MENU_NOTE
const int MENU_NOTE
Definition
constants.c:190
UA_FINISHED
const int UA_FINISHED
Definition
constants.c:469
STATE_NONE
static const int STATE_NONE
example of implement of CancelCondition returns true it it should CANCEL the action
Definition
human.c:349
EnableStateChangeCallback
proto native void EnableStateChangeCallback()
enables state change callback OnStateChange
STATE_LOOP_LOOP
static const int STATE_LOOP_LOOP
Definition
human.c:353
Games
Dayz
scripts
4_world
classes
useractionscomponent
actions
singleuse
actionreadpaper.c
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