Dayz
Build 1.29.163047, Scripts Rev. 123548
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firearmactionbase.c
Go to the documentation of this file.
1
class
FirearmActionBase
:
ActionBase
2
{
3
void
FirearmActionBase
();
4
5
override
int
GetStanceMask
(
PlayerBase
player)
6
{
7
return
DayZPlayerConstants
.STANCEMASK_ALL;
8
}
9
10
override
int
GetActionCategory
()
11
{
12
return
AC_SINGLE_USE
;
13
}
14
15
override
typename
GetInputType
()
16
{
17
return
DefaultActionInput
;
18
}
19
20
override
bool
ActionConditionContinue
(
ActionData
action_data)
21
{
22
Weapon_Base
wpn =
Weapon_Base
.Cast(action_data.m_MainItem);
23
return
!wpn.IsIdle();
24
}
25
26
override
bool
ActionCondition
(
PlayerBase
player,
ActionTarget
target,
ItemBase
item)
27
{
28
Weapon_Base
wpn =
Weapon_Base
.Cast(item);
29
return
wpn && wpn.CanProcessWeaponEvents() && !player.GetDayZPlayerInventory().IsProcessing();
30
}
31
32
override
void
Start
(
ActionData
action_data)
33
{
34
super.Start(action_data);
35
36
action_data.m_State =
UA_PROCESSING
;
37
}
38
39
override
bool
CanBePerformedFromInventory
()
40
{
41
return
true
;
42
}
43
44
override
bool
CanBeUsedOnBack
()
45
{
46
return
true
;
47
}
48
49
override
bool
CanBeUsedRaised
()
50
{
51
return
true
;
52
}
53
54
override
void
OnUpdate
(
ActionData
action_data)
55
{
56
super.OnUpdate(action_data);
57
58
Weapon_Base
wpn =
Weapon_Base
.Cast(action_data.m_MainItem);
59
60
if
(!wpn || action_data.m_Player.GetItemInHands() != wpn || !action_data.m_Player.GetWeaponManager().IsRunning())
61
{
62
End
(action_data);
63
}
64
}
65
66
override
float
GetProgress
(
ActionData
action_data)
67
{
68
return
-1;
69
}
70
71
override
bool
AddActionJuncture
(
ActionData
action_data)
72
{
73
bool
accepted;
74
accepted = super.AddActionJuncture(action_data);
75
76
Weapon_Base
wpn =
Weapon_Base
.Cast(action_data.m_MainItem);
77
78
79
if
(wpn)
80
{
81
Magazine mag = wpn.GetMagazine(wpn.GetCurrentMuzzle());
82
83
if
(mag)
84
{
85
InventoryLocation
magIl =
new
InventoryLocation
();
86
mag.GetInventory().GetCurrentInventoryLocation(magIl);
87
88
if
(!
g_Game
.AddInventoryJunctureEx(action_data.m_Player, mag, magIl,
true
, 10000, action_data))
89
{
90
accepted =
false
;
91
ClearActionJuncture
(action_data);
92
}
93
else
94
{
95
action_data.m_ReservedInventoryLocations.Insert(magIl);
96
}
97
}
98
}
99
return
accepted;
100
}
101
}
AC_SINGLE_USE
const int AC_SINGLE_USE
Definition
_constants.c:2
ActionData
ActionBase ActionData
Definition
actionbase.c:30
ActionTarget
class ActionTargets ActionTarget
ActionBase::ClearActionJuncture
void ClearActionJuncture(ActionData action_data)
Definition
actionbase.c:1104
ActionBase::ActionBase
void ActionBase()
Definition
actionbase.c:88
DefaultActionInput
Definition
actioninput.c:632
FirearmActionBase::FirearmActionBase
void FirearmActionBase()
FirearmActionBase::CanBeUsedOnBack
override bool CanBeUsedOnBack()
Definition
firearmactionbase.c:44
FirearmActionBase::ActionConditionContinue
override bool ActionConditionContinue(ActionData action_data)
Definition
firearmactionbase.c:20
FirearmActionBase::OnUpdate
override void OnUpdate(ActionData action_data)
Definition
firearmactionbase.c:54
FirearmActionBase::GetProgress
override float GetProgress(ActionData action_data)
Definition
firearmactionbase.c:66
FirearmActionBase::Start
override void Start(ActionData action_data)
Definition
firearmactionbase.c:32
FirearmActionBase::CanBePerformedFromInventory
override bool CanBePerformedFromInventory()
Definition
firearmactionbase.c:39
FirearmActionBase::GetActionCategory
override int GetActionCategory()
Definition
firearmactionbase.c:10
FirearmActionBase::AddActionJuncture
override bool AddActionJuncture(ActionData action_data)
Definition
firearmactionbase.c:71
FirearmActionBase::CanBeUsedRaised
override bool CanBeUsedRaised()
Definition
firearmactionbase.c:49
FirearmActionBase::GetStanceMask
override int GetStanceMask(PlayerBase player)
Definition
firearmactionbase.c:5
FirearmActionBase::ActionCondition
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
Definition
firearmactionbase.c:26
FirearmActionBase::GetInputType
override GetInputType()
Definition
firearmactionbase.c:15
InventoryLocation
InventoryLocation.
Definition
inventorylocation.c:30
ItemBase
Definition
inventoryitem.c:742
PlayerBase
Definition
playerbaseclient.c:2
Weapon_Base
shorthand
Definition
boltactionrifle_base.c:6
g_Game
DayZGame g_Game
Definition
dayzgame.c:3942
DayZPlayerConstants
DayZPlayerConstants
defined in C++
Definition
dayzplayer.c:602
UA_PROCESSING
const int UA_PROCESSING
Definition
constants.c:467
End
proto static native void End()
Finalizes the testing process.
Games
Dayz
scripts
4_world
classes
useractionscomponent
actions
weapons
firearmactionbase.c
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