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actionturnvalveundergroundreservoir.c
Go to the documentation of this file.
1
class
ActionTurnValveUndergroundReservoirCB
:
ActionTurnValveCB
2
{
3
override
void
CreateActionComponent
()
4
{
5
m_ActionData
.m_ActionComponent =
new
CAContinuousTime
(2);
6
}
7
}
8
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class
ActionTurnValveUndergroundReservoir
:
ActionTurnValve
10
{
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void
ActionTurnValveUndergroundReservoir
()
13
{
14
m_CallbackClass =
ActionTurnValveUndergroundReservoirCB
;
15
}
16
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override
protected
void
CreateAndSetupActionCallback
(
ActionData
action_data )
18
{
19
super.CreateAndSetupActionCallback(action_data);
20
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Land_Underground_WaterReservoir
reservoir =
Land_Underground_WaterReservoir
.Cast(action_data.m_Target.GetObject());
22
if
(reservoir)
23
{
24
if
(action_data.m_Callback)
25
{
26
array<vector>
data = reservoir.GetValveAligningPointsWS(reservoir.GetTurnableValveIndex(action_data.m_Target.GetComponentIndex()));
27
vector
position = data[0];
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vector
direction = data[1] - data[0];
29
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action_data.m_Callback.SetAligning(position, direction.
Normalized
());
31
}
32
}
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}
34
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override
void
OnStartAnimationLoopServer
(
ActionData
action_data)
36
{
37
super.OnStartAnimationLoopServer(action_data);
38
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Land_Underground_WaterReservoir
reservoir =
Land_Underground_WaterReservoir
.Cast(action_data.m_Target.GetObject());
40
if
(reservoir)
41
{
42
reservoir.OnValveManipulationStart(reservoir.GetTurnableValveIndex(action_data.m_Target.GetComponentIndex()));
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}
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}
45
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override
void
OnEndAnimationLoop
(
ActionData
action_data)
47
{
48
super.OnEndAnimationLoop(action_data);
49
50
Land_Underground_WaterReservoir
reservoir =
Land_Underground_WaterReservoir
.Cast(action_data.m_Target.GetObject());
51
if
(reservoir)
52
{
53
reservoir.OnValveManipulationCanceled(reservoir.GetTurnableValveIndex(action_data.m_Target.GetComponentIndex()));
54
}
55
}
56
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override
void
OnFinishProgressServer
(
ActionData
action_data)
58
{
59
super.OnFinishProgressServer(action_data);
60
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Land_Underground_WaterReservoir
reservoir =
Land_Underground_WaterReservoir
.Cast(action_data.m_Target.GetObject());
62
if
(reservoir)
63
{
64
reservoir.OnValveManipulationEnd(reservoir.GetTurnableValveIndex(action_data.m_Target.GetComponentIndex()));
65
}
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}
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}
OnFinishProgressServer
override void OnFinishProgressServer(ActionData action_data)
Definition
actionactivatetrap.c:131
OnEndAnimationLoop
override void OnEndAnimationLoop(ActionData action_data)
Definition
actionactivatetrap.c:104
ActionData
ActionBase ActionData
Definition
actionbase.c:30
OnStartAnimationLoopServer
override void OnStartAnimationLoopServer(ActionData action_data)
Definition
actionrepairboatengine.c:67
ActionTurnValve
ActionTurnValveCB ActionContinuousBaseCB ActionTurnValve()
Definition
actionturnvalve.c:11
ActionTurnValveUndergroundReservoir
ActionTurnValveUndergroundReservoirCB ActionTurnValveCB ActionTurnValveUndergroundReservoir()
Definition
actionturnvalveundergroundreservoir.c:12
CreateAndSetupActionCallback
void CreateAndSetupActionCallback(ActionData action_data)
Definition
actionturnvalveundergroundreservoir.c:17
ActionBaseCB::m_ActionData
ActionData m_ActionData
Definition
animatedactionbase.c:3
ActionTurnValveCB
Definition
actionturnvalve.c:2
ActionTurnValveUndergroundReservoirCB
Definition
actionturnvalveundergroundreservoir.c:2
ActionTurnValveUndergroundReservoirCB::CreateActionComponent
override void CreateActionComponent()
Definition
actionturnvalveundergroundreservoir.c:3
CAContinuousTime
Definition
cacontinuoustime.c:2
array
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
Definition
isboxcollidinggeometryproxyclasses.c:28
vector
Definition
enconvert.c:119
vector::Normalized
proto vector Normalized()
return normalized vector (keeps orginal vector untouched)
Land_Underground_WaterReservoir
void Land_Underground_WaterReservoir()
Definition
land_underground_waterreservoir.c:157
Games
Dayz
scripts
4_world
classes
useractionscomponent
actions
continuous
actionturnvalveundergroundreservoir.c
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