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firearmactionmechanicmanipulate.c
Go to the documentation of this file.
1
class
FirearmActionMechanicManipulate
:
FirearmActionBase
2
{
3
void
FirearmActionLoadBulletQuick
()
4
{
5
}
6
7
override
bool
HasTarget
()
8
{
9
return
false
;
10
}
11
12
override
typename
GetInputType
()
13
{
14
return
WeaponManipulationActionInput
;
15
}
16
17
override
void
CreateConditionComponents
()
18
{
19
m_ConditionItem
=
new
CCINonRuined
();
20
m_ConditionTarget
=
new
CCTSelf
;
21
}
22
23
override
bool
HasProgress
()
24
{
25
return
false
;
26
}
27
28
29
override
bool
ActionCondition
(
PlayerBase
player,
ActionTarget
target,
ItemBase
item )
//condition for action
30
{
31
if
(!super.ActionCondition( player, target, item ))
32
return
false
;
33
34
bool
result =
false
;
35
Weapon_Base
wpn =
Weapon_Base
.Cast(item);
36
if
( player.GetWeaponManager().CanEjectBullet(wpn))
37
{
38
if
(
g_Game
.IsServer() &&
g_Game
.IsMultiplayer() )
39
{
40
result =
true
;
41
}
42
else
43
{
44
if
( player.GetWeaponManager().CanEjectBulletVerified() )
45
{
46
result =
true
;
47
}
48
player.GetWeaponManager().SetEjectBulletTryTimestamp();
49
}
50
}
51
return
result;
52
}
53
54
override
void
Start
(
ActionData
action_data )
55
{
56
super.Start( action_data );
57
58
action_data.m_Player.GetWeaponManager().EjectBulletVerified(
this
);
59
}
60
};
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
CCINonRuined
Definition
ccinonruined.c:2
CCTSelf
Definition
cctself.c:2
FirearmActionBase::FirearmActionBase
void FirearmActionBase()
FirearmActionMechanicManipulate
Definition
firearmactionmechanicmanipulate.c:2
FirearmActionMechanicManipulate::FirearmActionLoadBulletQuick
void FirearmActionLoadBulletQuick()
Definition
firearmactionmechanicmanipulate.c:3
FirearmActionMechanicManipulate::Start
override void Start(ActionData action_data)
Definition
firearmactionmechanicmanipulate.c:54
FirearmActionMechanicManipulate::HasProgress
override bool HasProgress()
Definition
firearmactionmechanicmanipulate.c:23
FirearmActionMechanicManipulate::CreateConditionComponents
override void CreateConditionComponents()
Definition
firearmactionmechanicmanipulate.c:17
FirearmActionMechanicManipulate::ActionCondition
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
Definition
firearmactionmechanicmanipulate.c:29
FirearmActionMechanicManipulate::GetInputType
override GetInputType()
Definition
firearmactionmechanicmanipulate.c:12
FirearmActionMechanicManipulate::HasTarget
override bool HasTarget()
Definition
firearmactionmechanicmanipulate.c:7
ItemBase
Definition
inventoryitem.c:742
PlayerBase
Definition
playerbaseclient.c:2
Weapon_Base
shorthand
Definition
boltactionrifle_base.c:6
WeaponManipulationActionInput
Definition
actioninput.c:922
g_Game
DayZGame g_Game
Definition
dayzgame.c:3942
Games
Dayz
scripts
4_world
classes
useractionscomponent
actions
weapons
firearmactionmechanicmanipulate.c
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