Dayz
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actionviewbinoculars.c
Go to the documentation of this file.
1
class
ActionViewBinoculars
:
ActionViewOptics
2
{
3
bool
m_workingRangefinder
;
4
5
override
void
OnActionInfoUpdate
(
PlayerBase
player,
ActionTarget
target,
ItemBase
item )
6
{
7
Rangefinder rangefinder = Rangefinder.Cast(item);
8
if
( rangefinder )
9
{
10
m_Text
=
"#use_range_finder"
;
11
}
12
else
13
{
14
m_Text
=
"#Look_Through"
;
15
}
16
}
17
18
override
bool
ActionCondition
(
PlayerBase
player,
ActionTarget
target,
ItemBase
item )
19
{
20
ItemOptics
optic;
21
if
(
Class
.
CastTo
(optic, item) && !optic.
IsInOptics
() && !player.IsNVGLowered() )
22
{
23
return
true
;
24
}
25
return
false
;
26
}
27
28
override
void
EnterOptics
(
ItemOptics
optic,
PlayerBase
player)
29
{
30
player.SetIronsights(
false
);
31
player.SetHandheldOpticsInUse(
true
);
32
player.SetOptics(
true
);
33
optic.
EnterOptics
();
34
optic.
HideSelection
(
"hide"
);
35
if
( NVGoggles.Cast(optic) && optic.ConfigIsExisting(
"simpleHiddenSelections"
) )
36
{
37
optic.SetSimpleHiddenSelectionState(0,
false
);
38
}
39
40
if
( optic.HasEnergyManager() )
41
{
42
PoweredOptic_Base
opticBase =
PoweredOptic_Base
.Cast(optic);
43
if
(opticBase)
44
{
45
opticBase.SetPlayer(player);
46
47
if
(
g_Game
.IsServer())
48
opticBase.StartWorkServer();
49
}
50
}
51
}
52
53
override
void
ExitOptics
(
ItemOptics
optic,
PlayerBase
player)
54
{
55
optic.
ShowSelection
(
"hide"
);
56
if
( NVGoggles.Cast(optic) && optic.ConfigIsExisting(
"simpleHiddenSelections"
) )
57
{
58
optic.SetSimpleHiddenSelectionState(0,
true
);
59
}
60
player.SetHandheldOpticsInUse(
false
);
61
player.ExitSights();
62
if
( optic.HasEnergyManager() )
63
{
64
PoweredOptic_Base
opticBase =
PoweredOptic_Base
.Cast(optic);
65
if
(opticBase)
66
{
67
opticBase.SetPlayer(null);
68
69
if
(
g_Game
.IsServer())
70
opticBase.StopWorkServer();
71
}
72
}
73
}
74
}
ActionTarget
class ActionTargets ActionTarget
ActionBase::m_Text
string m_Text
Definition
actionbase.c:64
ActionViewBinoculars
Definition
actionviewbinoculars.c:2
ActionViewBinoculars::OnActionInfoUpdate
override void OnActionInfoUpdate(PlayerBase player, ActionTarget target, ItemBase item)
Definition
actionviewbinoculars.c:5
ActionViewBinoculars::m_workingRangefinder
bool m_workingRangefinder
Definition
actionviewbinoculars.c:3
ActionViewBinoculars::EnterOptics
override void EnterOptics(ItemOptics optic, PlayerBase player)
Definition
actionviewbinoculars.c:28
ActionViewBinoculars::ExitOptics
override void ExitOptics(ItemOptics optic, PlayerBase player)
Definition
actionviewbinoculars.c:53
ActionViewBinoculars::ActionCondition
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
Definition
actionviewbinoculars.c:18
ActionViewOptics::ActionViewOptics
void ActionViewOptics()
Definition
actionviewoptics.c:3
Class
Super root of all classes in Enforce script.
Definition
enscript.c:11
ItemBase
Definition
inventoryitem.c:742
ItemOptics
Definition
itemoptics.c:2
ItemOptics::HideSelection
override void HideSelection(string selection_name)
Definition
huntingoptic.c:34
ItemOptics::EnterOptics
proto native bool EnterOptics()
switches to optics mode if possible
ItemOptics::ShowSelection
override void ShowSelection(string selection_name)
Definition
huntingoptic.c:44
ItemOptics::IsInOptics
proto native bool IsInOptics()
is weapon in optics mode or not
PlayerBase
Definition
playerbaseclient.c:2
PoweredOptic_Base
Definition
nvgoggles.c:2
g_Game
DayZGame g_Game
Definition
dayzgame.c:3942
Class::CastTo
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.
Games
Dayz
scripts
4_world
classes
useractionscomponent
actions
continuous
actionviewbinoculars.c
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