Dayz
Build 1.29.163047, Scripts Rev. 123548
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actionunfoldentity.c
Go to the documentation of this file.
1
2
class
ActionUnfoldEntity
:
ActionSingleUseBase
3
{
4
void
ActionUnfoldEntity
()
5
{
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m_CommandUID
=
DayZPlayerConstants
.CMD_ACTIONMOD_PICKUP_HANDS;
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}
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override
void
CreateConditionComponents
()
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{
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m_ConditionItem
=
new
CCINonRuined
;
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m_ConditionTarget
=
new
CCTNone
;
13
}
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override
bool
HasTarget
() {
return
false
; }
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override
bool
ActionCondition
(
PlayerBase
player,
ActionTarget
target,
ItemBase
item )
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{
19
if
(item)
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return
true
;
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return
false
;
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}
23
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override
bool
ActionConditionContinue
(
ActionData
action_data ) {
return
true
; }
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override
void
OnExecuteClient
(
ActionData
action_data )
27
{
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ClearInventoryReservationEx
(action_data);
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}
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override
void
OnExecuteServer
(
ActionData
action_data )
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{
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if
( !
g_Game
.IsMultiplayer() )
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ClearInventoryReservationEx
(action_data);
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ItemBase
old_item = action_data.m_MainItem;
37
if
(old_item.ConfigIsExisting(
"ChangeIntoOnDetach"
))
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{
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string
str = old_item.ChangeIntoOnDetach();
40
if
(str !=
""
)
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{
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UnfoldEntityLambda
lambda =
new
UnfoldEntityLambda
(action_data.m_MainItem, str, action_data.m_Player);
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lambda.SetTransferParams(
true
,
true
,
true
,
false
, 1);
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action_data.m_Player.ServerReplaceItemInHandsWithNew(lambda);
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}
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}
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}
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};
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class
UnfoldEntityLambda
:
TurnItemIntoItemLambda
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{
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void
UnfoldEntityLambda
(
EntityAI
old_item,
string
new_item_type,
PlayerBase
player)
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{
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}
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};
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ActionData
ActionBase ActionData
Definition
actionbase.c:30
ActionTarget
class ActionTargets ActionTarget
ActionBase::m_ConditionItem
ref CCIBase m_ConditionItem
Definition
actionbase.c:70
ActionBase::m_ConditionTarget
ref CCTBase m_ConditionTarget
Definition
actionbase.c:71
ActionBase::ClearInventoryReservationEx
void ClearInventoryReservationEx(ActionData action_data)
Definition
actionbase.c:1040
ActionSingleUseBase::ActionSingleUseBase
void ActionSingleUseBase()
Definition
actionsingleusebase.c:31
ActionUnfoldEntity::ActionUnfoldEntity
void ActionUnfoldEntity()
Definition
actionunfoldentity.c:4
ActionUnfoldEntity::ActionConditionContinue
override bool ActionConditionContinue(ActionData action_data)
Definition
actionunfoldentity.c:24
ActionUnfoldEntity::OnExecuteServer
override void OnExecuteServer(ActionData action_data)
Definition
actionunfoldentity.c:31
ActionUnfoldEntity::CreateConditionComponents
override void CreateConditionComponents()
Definition
actionunfoldentity.c:9
ActionUnfoldEntity::OnExecuteClient
override void OnExecuteClient(ActionData action_data)
Definition
actionunfoldentity.c:26
ActionUnfoldEntity::ActionCondition
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
Definition
actionunfoldentity.c:17
ActionUnfoldEntity::HasTarget
override bool HasTarget()
Definition
actionunfoldentity.c:15
AnimatedActionBase::m_CommandUID
int m_CommandUID
Definition
animatedactionbase.c:143
CCINonRuined
Definition
ccinonruined.c:2
CCTNone
Definition
cctnone.c:2
EntityAI
Definition
inventoryitem.c:2
ItemBase
Definition
inventoryitem.c:742
PlayerBase
Definition
playerbaseclient.c:2
TurnItemIntoItemLambda
Definition
miscgameplayfunctions.c:92
UnfoldEntityLambda
Definition
actionunfoldentity.c:51
UnfoldEntityLambda::UnfoldEntityLambda
void UnfoldEntityLambda(EntityAI old_item, string new_item_type, PlayerBase player)
Definition
actionunfoldentity.c:52
g_Game
DayZGame g_Game
Definition
dayzgame.c:3942
DayZPlayerConstants
DayZPlayerConstants
defined in C++
Definition
dayzplayer.c:602
Games
Dayz
scripts
4_world
classes
useractionscomponent
actions
singleuse
actionunfoldentity.c
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