Dayz
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actiontriggerremotely.c
Go to the documentation of this file.
1
class
ActionTriggerRemotely
:
ActionSingleUseBase
2
{
3
void
ActionTriggerRemotely
()
4
{
5
m_CommandUID
=
DayZPlayerConstants
.CMD_ACTIONMOD_PRESS_TRIGGER;
6
m_CommandUIDProne
=
DayZPlayerConstants
.CMD_ACTIONFB_PRESS_TRIGGER;
7
m_Text
=
"#STR_Detonate"
;
8
}
9
10
override
void
CreateConditionComponents
()
11
{
12
m_ConditionTarget
=
new
CCTNone
();
13
m_ConditionItem
=
new
CCINonRuined
();
14
}
15
16
override
bool
HasProgress
()
17
{
18
return
true
;
19
}
20
21
override
bool
HasTarget
()
22
{
23
return
false
;
24
}
25
26
override
bool
HasProneException
()
27
{
28
return
true
;
29
}
30
31
override
bool
ActionCondition
(
PlayerBase
player,
ActionTarget
target,
ItemBase
item)
32
{
33
RemoteDetonatorTrigger
rdt =
RemoteDetonatorTrigger
.Cast(item);
34
if
(rdt && rdt.
IsConnected
())
35
{
36
ExplosivesBase
controlledDevice =
ExplosivesBase
.Cast(rdt.
GetControlledDevice
());
37
if
(controlledDevice && controlledDevice.GetPairDevice() != item)
38
{
39
rdt.UpdateLED(
ERemoteDetonatorLEDState
.OFF);
40
41
return
false
;
42
}
43
44
if
(controlledDevice && !controlledDevice.IsRuined() && controlledDevice.GetArmed())
45
{
46
if
(
vector
.
DistanceSq
(player.GetPosition(), controlledDevice.GetPosition()) <=
Math
.
SqrFloat
(
UAMaxDistances
.
EXPLOSIVE_REMOTE_ACTIVATION
))
47
{
48
rdt.UpdateLED(
ERemoteDetonatorLEDState
.LIT);
49
50
return
true
;
51
}
52
}
53
}
54
55
rdt.UpdateLED(
ERemoteDetonatorLEDState
.OFF);
56
57
return
false
;
58
}
59
60
override
void
OnExecuteServer
(
ActionData
action_data)
61
{
62
super.OnExecuteServer(action_data);
63
64
RemoteDetonatorTrigger
rdt =
RemoteDetonatorTrigger
.Cast(action_data.m_MainItem);
65
if
(rdt && rdt.
IsConnected
())
66
{
67
ItemBase
controlledDevice =
ItemBase
.Cast(rdt.
GetControlledDevice
());
68
if
(controlledDevice && !controlledDevice.IsRuined())
69
{
70
controlledDevice.OnActivatedByItem(action_data.m_MainItem);
71
action_data.m_MainItem.SetAnimationPhase(
"trigger"
, 1);
72
action_data.m_MainItem.SetAnimationPhase(
"lever"
, 1);
73
}
74
}
75
}
76
}
ActionData
ActionBase ActionData
Definition
actionbase.c:30
ActionTarget
class ActionTargets ActionTarget
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
ActionSingleUseBase::ActionSingleUseBase
void ActionSingleUseBase()
Definition
actionsingleusebase.c:31
ActionTriggerRemotely::OnExecuteServer
override void OnExecuteServer(ActionData action_data)
Definition
actiontriggerremotely.c:60
ActionTriggerRemotely::HasProgress
override bool HasProgress()
Definition
actiontriggerremotely.c:16
ActionTriggerRemotely::CreateConditionComponents
override void CreateConditionComponents()
Definition
actiontriggerremotely.c:10
ActionTriggerRemotely::ActionCondition
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
Definition
actiontriggerremotely.c:31
ActionTriggerRemotely::HasTarget
override bool HasTarget()
Definition
actiontriggerremotely.c:21
ActionTriggerRemotely::HasProneException
override bool HasProneException()
Definition
actiontriggerremotely.c:26
ActionTriggerRemotely::ActionTriggerRemotely
void ActionTriggerRemotely()
Definition
actiontriggerremotely.c:3
AnimatedActionBase::m_CommandUIDProne
int m_CommandUIDProne
Definition
animatedactionbase.c:144
AnimatedActionBase::m_CommandUID
int m_CommandUID
Definition
animatedactionbase.c:143
CCINonRuined
Definition
ccinonruined.c:2
CCTNone
Definition
cctnone.c:2
ItemBase
Definition
inventoryitem.c:742
Math
Definition
enmath.c:7
PlayerBase
Definition
playerbaseclient.c:2
RemoteDetonatorTrigger
Definition
remotedetonator.c:47
RemoteDetonatorTrigger::GetControlledDevice
EntityAI GetControlledDevice()
Definition
remotedetonator.c:150
RemoteDetonatorTrigger::IsConnected
bool IsConnected()
Definition
remotedetonator.c:145
UAMaxDistances
Definition
actionconstants.c:110
UAMaxDistances::EXPLOSIVE_REMOTE_ACTIVATION
const float EXPLOSIVE_REMOTE_ACTIVATION
Definition
actionconstants.c:118
vector
Definition
enconvert.c:119
vector::DistanceSq
static proto native float DistanceSq(vector v1, vector v2)
Returns the square distance between tips of two 3D vectors.
DayZPlayerConstants
DayZPlayerConstants
defined in C++
Definition
dayzplayer.c:602
ExplosivesBase
void ExplosivesBase()
Definition
explosivesbase.c:42
Math::SqrFloat
static proto float SqrFloat(float f)
Returns squared value.
ERemoteDetonatorLEDState
ERemoteDetonatorLEDState
Definition
remotedetonator.c:2
Games
Dayz
scripts
4_world
classes
useractionscomponent
actions
singleuse
actiontriggerremotely.c
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