Dayz
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actionrestrainself.c
Go to the documentation of this file.
1
class
ActionRestrainSelfCB
:
ActionContinuousBaseCB
2
{
3
const
float
DEFAULT_RESTRAIN_TIME
= 2;
4
5
override
void
CreateActionComponent
()
6
{
7
float
time =
DEFAULT_RESTRAIN_TIME
;
8
9
if
(
m_ActionData
.m_MainItem.ConfigIsExisting(
"RestrainTime"
) )
10
{
11
time =
m_ActionData
.m_MainItem.ConfigGetFloat(
"RestrainTime"
);
12
}
13
14
if
(
m_ActionData
.m_Player.IsQuickRestrain() )
15
{
16
time =
DEBUG_QUICK_UNRESTRAIN_TIME
;
17
}
18
19
m_ActionData
.m_ActionComponent =
new
CAContinuousTime
(time);
20
}
21
};
22
23
class
ActionRestrainSelf
:
ActionContinuousBase
24
{
25
void
ActionRestrainSelf
()
26
{
27
m_CallbackClass
=
ActionRestrainSelfCB
;
28
m_CommandUID
=
DayZPlayerConstants
.CMD_ACTIONFB_RESTRAINSELF;
29
m_FullBody
=
true
;
30
m_StanceMask
=
DayZPlayerConstants
.STANCEMASK_ERECT |
DayZPlayerConstants
.STANCEMASK_CROUCH;
31
//m_Animation = "INJECTEPIPENS";
32
m_SpecialtyWeight
= UASoftSkillsWeight.ROUGH_LOW;
33
m_Text
=
"#restrain_self"
;
34
}
35
36
override
int
GetStanceMask
(
PlayerBase
player)
37
{
38
if
( player.IsPlayerInStance(
DayZPlayerConstants
.STANCEMASK_CROUCH |
DayZPlayerConstants
.STANCEMASK_PRONE))
39
return
DayZPlayerConstants
.STANCEMASK_CROUCH;
40
else
41
return
DayZPlayerConstants
.STANCEMASK_ERECT;
42
}
43
44
override
void
CreateConditionComponents
()
45
{
46
m_ConditionItem
=
new
CCINonRuined
;
47
m_ConditionTarget
=
new
CCTSelf
;
48
}
49
50
override
bool
HasTarget
()
51
{
52
return
false
;
53
}
54
55
override
bool
HasAlternativeInterrupt
()
56
{
57
return
true
;
58
}
59
60
override
bool
ActionCondition
(
PlayerBase
player,
ActionTarget
target,
ItemBase
item )
61
{
62
if
(player.IsRestrained())
63
{
64
return
false
;
65
}
66
67
return
true
;
68
}
69
70
override
void
OnStartServer
(
ActionData
action_data)
71
{
72
super.OnStartServer(action_data);
73
74
action_data.m_Player.SetRestrainStarted(
true
);
75
}
76
77
override
void
OnFinishProgressServer
(
ActionData
action_data )
78
{
79
PlayerBase
player =
PlayerBase
.Cast( action_data.m_Player );
80
EntityAI
item_in_hands = action_data.m_MainItem;
81
if
(item_in_hands)
82
{
83
ClearInventoryReservationEx
(action_data);
84
//action_data.m_Player.RemoveQuickBarEntityShortcut(item_in_hands);
85
string
new_item_name = MiscGameplayFunctions.ObtainRestrainItemTargetClassname(item_in_hands);
86
TurnItemIntoItemLambdaRestrainLambda lambda =
new
TurnItemIntoItemLambdaRestrainLambda(item_in_hands, new_item_name, action_data.m_Player);
87
MiscGameplayFunctions.TurnItemIntoItemEx(player, lambda);
88
}
89
}
90
91
override
void
OnFinishProgressClient
(
ActionData
action_data )
92
{
93
//action_data.m_Player.RemoveQuickBarEntityShortcut(action_data.m_MainItem);
94
}
95
96
override
void
OnEndServer
(
ActionData
action_data)
97
{
98
super.OnEndServer(action_data);
99
100
action_data.m_Player.SetRestrainStarted(
false
);
101
}
102
};
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_SpecialtyWeight
float m_SpecialtyWeight
Definition
actionbase.c:83
ActionBase::m_ConditionTarget
ref CCTBase m_ConditionTarget
Definition
actionbase.c:71
ActionBase::ClearInventoryReservationEx
void ClearInventoryReservationEx(ActionData action_data)
Definition
actionbase.c:1040
ActionBase::m_StanceMask
int m_StanceMask
Definition
actionbase.c:68
ActionContinuousBaseCB
Definition
actioncontinuousbase.c:2
ActionContinuousBase::ActionContinuousBase
void ActionContinuousBase()
Definition
actioncontinuousbase.c:124
ActionRestrainSelfCB
Definition
actionrestrainself.c:2
ActionRestrainSelfCB::CreateActionComponent
override void CreateActionComponent()
Definition
actionrestrainself.c:5
ActionRestrainSelfCB::DEFAULT_RESTRAIN_TIME
const float DEFAULT_RESTRAIN_TIME
Definition
actionrestrainself.c:3
ActionRestrainSelf::OnFinishProgressServer
override void OnFinishProgressServer(ActionData action_data)
Definition
actionrestrainself.c:77
ActionRestrainSelf::OnEndServer
override void OnEndServer(ActionData action_data)
Definition
actionrestrainself.c:96
ActionRestrainSelf::ActionRestrainSelf
void ActionRestrainSelf()
Definition
actionrestrainself.c:25
ActionRestrainSelf::GetStanceMask
override int GetStanceMask(PlayerBase player)
Definition
actionrestrainself.c:36
ActionRestrainSelf::CreateConditionComponents
override void CreateConditionComponents()
Definition
actionrestrainself.c:44
ActionRestrainSelf::HasAlternativeInterrupt
override bool HasAlternativeInterrupt()
Definition
actionrestrainself.c:55
ActionRestrainSelf::ActionCondition
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
Definition
actionrestrainself.c:60
ActionRestrainSelf::OnFinishProgressClient
override void OnFinishProgressClient(ActionData action_data)
Definition
actionrestrainself.c:91
ActionRestrainSelf::HasTarget
override bool HasTarget()
Definition
actionrestrainself.c:50
ActionRestrainSelf::OnStartServer
override void OnStartServer(ActionData action_data)
Definition
actionrestrainself.c:70
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
CCTSelf
Definition
cctself.c:2
EntityAI
Definition
inventoryitem.c:2
ItemBase
Definition
inventoryitem.c:742
PlayerBase
Definition
playerbaseclient.c:2
DayZPlayerConstants
DayZPlayerConstants
defined in C++
Definition
dayzplayer.c:602
DEBUG_QUICK_UNRESTRAIN_TIME
const float DEBUG_QUICK_UNRESTRAIN_TIME
\ misc
Definition
constants.c:650
Games
Dayz
scripts
4_world
classes
useractionscomponent
actions
continuous
actionrestrainself.c
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