Dayz
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actionwaterplant.c
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1
class
ActionWaterPlantCB
:
ActionContinuousBaseCB
2
{
3
private
const
float
QUANTITY_USED_PER_SEC
= 150;
4
5
override
void
CreateActionComponent
()
6
{
7
m_ActionData
.m_ActionComponent =
new
CAContinuousWaterPlant
(
QUANTITY_USED_PER_SEC
);
8
}
9
};
10
11
class
ActionWaterPlant
:
ActionContinuousBase
12
{
13
void
ActionWaterPlant
()
14
{
15
m_CallbackClass
=
ActionWaterPlantCB
;
16
m_CommandUID
=
DayZPlayerConstants
.CMD_ACTIONFB_EMPTY_VESSEL;
17
m_FullBody
=
true
;
18
m_SpecialtyWeight
= UASoftSkillsWeight.ROUGH_LOW;
19
m_Text
=
"#water_plant"
;
20
m_LockTargetOnUse
=
false
;
21
}
22
23
override
void
CreateConditionComponents
()
24
{
25
m_ConditionTarget
=
new
CCTNonRuined
(
UAMaxDistances
.
DEFAULT
);
26
m_ConditionItem
=
new
CCINotRuinedAndEmpty
;
27
}
28
29
override
bool
ActionCondition
(
PlayerBase
player,
ActionTarget
target,
ItemBase
item )
30
{
31
Object
targetObject = target.GetObject();
32
33
if
( targetObject != NULL && targetObject.IsInherited(
PlantBase
) && item != NULL && !item.IsDamageDestroyed() )
34
{
35
PlantBase
plant =
PlantBase
.Cast( targetObject );
36
return
plant.NeedsWater() && item.GetQuantity() > 0 && !item.GetIsFrozen();
37
}
38
39
return
false
;
40
}
41
42
override
void
OnFinishProgressServer
(
ActionData
action_data )
43
{
44
Object
targetObject = action_data.m_Target.GetObject();
45
46
if
( targetObject != NULL && targetObject.IsInherited(
PlantBase
) )
47
{
48
PlantBase
plant =
PlantBase
.Cast( targetObject );
49
Param1<float> nacdata = Param1<float>.Cast( action_data.m_ActionComponent.GetACData() );
50
float
water = nacdata.param1;
51
Slot slot = plant.GetSlot();
52
slot.GiveWater( water );
53
}
54
}
55
56
override
void
OnFinishProgressClient
(
ActionData
action_data )
57
{
58
Object
targetObject = action_data.m_Target.GetObject();
59
60
if
( targetObject != NULL && targetObject.IsInherited(
PlantBase
) )
61
{
62
PlantBase
plant =
PlantBase
.Cast( targetObject );
63
Param1<float> nacdata = Param1<float>.Cast( action_data.m_ActionComponent.GetACData() );
64
float
water = nacdata.param1;
65
Slot slot = plant.GetSlot();
66
slot.GiveWater( water );
67
}
68
}
69
};
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_LockTargetOnUse
bool m_LockTargetOnUse
Definition
actionbase.c:66
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
ActionContinuousBaseCB
Definition
actioncontinuousbase.c:2
ActionContinuousBase::ActionContinuousBase
void ActionContinuousBase()
Definition
actioncontinuousbase.c:124
ActionWaterPlantCB
Definition
actionwaterplant.c:2
ActionWaterPlantCB::QUANTITY_USED_PER_SEC
const float QUANTITY_USED_PER_SEC
Definition
actionwaterplant.c:3
ActionWaterPlantCB::CreateActionComponent
override void CreateActionComponent()
Definition
actionwaterplant.c:5
ActionWaterPlant::OnFinishProgressServer
override void OnFinishProgressServer(ActionData action_data)
Definition
actionwaterplant.c:42
ActionWaterPlant::CreateConditionComponents
override void CreateConditionComponents()
Definition
actionwaterplant.c:23
ActionWaterPlant::ActionCondition
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
Definition
actionwaterplant.c:29
ActionWaterPlant::OnFinishProgressClient
override void OnFinishProgressClient(ActionData action_data)
Definition
actionwaterplant.c:56
ActionWaterPlant::ActionWaterPlant
void ActionWaterPlant()
Definition
actionwaterplant.c:13
AnimatedActionBase::m_CommandUID
int m_CommandUID
Definition
animatedactionbase.c:143
AnimatedActionBase::m_CallbackClass
m_CallbackClass
Definition
animatedactionbase.c:145
CAContinuousWaterPlant
Definition
cacontinuouswaterplant.c:2
CCINotRuinedAndEmpty
Definition
ccinotruinedandempty.c:2
CCTNonRuined
Definition
cctnonruined.c:2
ItemBase
Definition
inventoryitem.c:742
Object
Definition
objecttyped.c:2
PlayerBase
Definition
playerbaseclient.c:2
UAMaxDistances
Definition
actionconstants.c:110
UAMaxDistances::DEFAULT
const float DEFAULT
Definition
actionconstants.c:112
DayZPlayerConstants
DayZPlayerConstants
defined in C++
Definition
dayzplayer.c:602
PlantBase
void PlantBase()
Definition
plantbase.c:54
Games
Dayz
scripts
4_world
classes
useractionscomponent
actions
continuous
actionwaterplant.c
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