Dayz Explorer  1.24.157551 (v105080)
Dayz Code Explorer by Zeroy
loadmagazine.c
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1 class LoadMagazine extends RecipeBase
2 {
3  override void Init()
4  {
5  m_Name = "#load_magazine";
6  m_IsInstaRecipe = false;//should this recipe be performed instantly without animation
7  m_AnimationLength = 2;//animation length in relative time units
8  m_Specialty = 0;// value > 0 for roughness, value < 0 for precision
9 
10 
11  //conditions
12  m_MinDamageIngredient[0] = -1;//-1 = disable check
13  m_MaxDamageIngredient[0] = 3;//-1 = disable check
14 
15  m_MinQuantityIngredient[0] = 1;//-1 = disable check
16  m_MaxQuantityIngredient[0] = -1;//-1 = disable check
17 
18  m_MinDamageIngredient[1] = -1;//-1 = disable check
19  m_MaxDamageIngredient[1] = 3;//-1 = disable check
20 
21  m_MinQuantityIngredient[1] = -1;//-1 = disable check
22  m_MaxQuantityIngredient[1] = -1;//-1 = disable check
23  //----------------------------------------------------------------------------------------------------------------------
24 
25  //INGREDIENTS
26  //ingredient 1
27  InsertIngredient(0,"Ammunition_Base");//you can insert multiple ingredients this way
28 
29  m_IngredientAddHealth[0] = 0;// 0 = do nothing
30  m_IngredientSetHealth[0] = -1; // -1 = do nothing
31  m_IngredientAddQuantity[0] = 0;// 0 = do nothing
32  m_IngredientDestroy[0] = false;//true = destroy, false = do nothing
33  m_IngredientUseSoftSkills[0] = false;// set 'true' to allow modification of the values by softskills on this ingredient
34 
35  //ingredient 2
36  InsertIngredient(1,"Magazine_Base");//you can insert multiple ingredients this way
37 
38 
39  m_IngredientAddHealth[1] = 0;// 0 = do nothing
40  m_IngredientSetHealth[1] = -1; // -1 = do nothing
41  m_IngredientAddQuantity[1] = 0;// 0 = do nothing
42  m_IngredientDestroy[1] = false;// false = do nothing
43  m_IngredientUseSoftSkills[1] = false;// set 'true' to allow modification of the values by softskills on this ingredient
44  //----------------------------------------------------------------------------------------------------------------------
45 
46  //result1
47  //AddResult("");//add results here
48 
49  m_ResultSetFullQuantity[0] = false;//true = set full quantity, false = do nothing
50  m_ResultSetQuantity[0] = -1;//-1 = do nothing
51  m_ResultSetHealth[0] = -1;//-1 = do nothing
52  m_ResultInheritsHealth[0] = -1;// (value) == -1 means do nothing; a (value) >= 0 means this result will inherit health from ingredient number (value);(value) == -2 means this result will inherit health from all ingredients averaged(result_health = combined_health_of_ingredients / number_of_ingredients)
53  m_ResultInheritsColor[0] = -1;// (value) == -1 means do nothing; a (value) >= 0 means this result classname will be a composite of the name provided in AddResult method and config value "color" of ingredient (value)
54  m_ResultToInventory[0] = -2;//(value) == -2 spawn result on the ground;(value) == -1 place anywhere in the players inventory, (value) >= 0 means switch position with ingredient number(value)
55  m_ResultUseSoftSkills[0] = false;// set 'true' to allow modification of the values by softskills on this result
56  m_ResultReplacesIngredient[0] = -1;// value == -1 means do nothing; a value >= 0 means this result will transfer item propertiesvariables, attachments etc.. from an ingredient value
57  }
58 
59  override void OnSelected(ItemBase item1, ItemBase item2, PlayerBase player)
60  {
61  /*if( GetGame().IsServer() && GetGame().IsMultiplayer() ) return;
62  ItemBase ammo;
63  ActionTarget actionTarget;
64  if( item1.IsKindOf("Ammunition_Base") )
65  {
66  ammo = item1;
67  ActionManagerClient mngr = player.GetActionManager();
68 
69  actionTarget = new ActionTarget(item1, -1, vector.Zero, -1);
70  mngr.InjectContinuousAction(AT_LOAD_MAGAZINE,actionTarget,player.GetItemInHands());
71  }
72  else
73  {
74  ammo = item2;
75  actionTarget = new ActionTarget(item2, -1, vector.Zero, -1);
76  mngr.InjectContinuousAction(AT_LOAD_MAGAZINE,actionTarget,player.GetItemInHands());
77  }
78  */
79  }
80 
81  override bool CanDo(ItemBase ingredients[], PlayerBase player)//final check for recipe's validity
82  {
83  if( ingredients[0].IsKindOf("Ammunition_Base") && ingredients[1].IsKindOf("Ammunition_Base") )
84  {
85  return false;
86  }
87  else return true;
88 
89  }
90 
91  override void Do(ItemBase ingredients[], PlayerBase player,array<ItemBase> results, float specialty_weight)//gets called upon recipe's completion
92  {
93 
94  }
95 };
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array< ItemBase >