DayZ 1.24
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ActionRaiseFlag Class Reference
Inheritance diagram for ActionRaiseFlag:
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Collaboration diagram for ActionRaiseFlag:
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Private Member Functions

void ActionRaiseFlag ()
 
override void CreateConditionComponents ()
 
override GetInputType ()
 
override bool HasTarget ()
 
override bool HasProgress ()
 
override bool ActionCondition (PlayerBase player, ActionTarget target, ItemBase item)
 
override void OnFinishProgressServer (ActionData action_data)
 
- Private Member Functions inherited from ActionContinuousBase
void OnStartAnimationLoopServer (ActionData action_data)
 
void OnStartAnimationLoopClient (ActionData action_data)
 
void OnEndAnimationLoopServer (ActionData action_data)
 
void OnEndAnimationLoopClient (ActionData action_data)
 
void OnFinishProgressServer (ActionData action_data)
 
void OnFinishProgressClient (ActionData action_data)
 

Detailed Description

Definition at line 9 of file ActionRaiseFlag.c.

Constructor & Destructor Documentation

◆ ActionRaiseFlag()

void ActionRaiseFlag::ActionRaiseFlag ( )
inlineprivate

Definition at line 11 of file ActionRaiseFlag.c.

12 {
14 m_CommandUID = DayZPlayerConstants.CMD_ACTIONFB_RAISE_FLAG;
15 m_FullBody = true;
16 m_StanceMask = DayZPlayerConstants.STANCEMASK_ERECT;
17 m_Text = "#raise_flag";
18 }
bool m_FullBody
Definition ActionBase.c:52
string m_Text
Definition ActionBase.c:49
int m_StanceMask
Definition ActionBase.c:53
DayZPlayerConstants
defined in C++
Definition dayzplayer.c:597

References AnimatedActionBase::m_CallbackClass, AnimatedActionBase::m_CommandUID, m_FullBody, m_StanceMask, and m_Text.

Member Function Documentation

◆ ActionCondition()

override bool ActionRaiseFlag::ActionCondition ( PlayerBase player,
ActionTarget target,
ItemBase item )
inlineprivate

Definition at line 41 of file ActionRaiseFlag.c.

42 {
43 TerritoryFlag totem = TerritoryFlag.Cast(target.GetObject());
44 if (!totem)
45 return false;
46
47 float state = totem.GetAnimationPhase("flag_mast");
48 if (totem.FindAttachmentBySlotName("Material_FPole_Flag") && state > 0)
49 return true;
50
51 return false;
52 }

◆ CreateConditionComponents()

override void ActionRaiseFlag::CreateConditionComponents ( )
inlineprivate

Definition at line 20 of file ActionRaiseFlag.c.

21 {
24 }
ref CCIBase m_ConditionItem
Definition ActionBase.c:55
ref CCTBase m_ConditionTarget
Definition ActionBase.c:56

References m_ConditionItem, and m_ConditionTarget.

◆ GetInputType()

override ActionRaiseFlag::GetInputType ( )
inlineprivate

Definition at line 26 of file ActionRaiseFlag.c.

◆ HasProgress()

override bool ActionRaiseFlag::HasProgress ( )
inlineprivate

Definition at line 36 of file ActionRaiseFlag.c.

37 {
38 return true;
39 }

◆ HasTarget()

override bool ActionRaiseFlag::HasTarget ( )
inlineprivate

Definition at line 31 of file ActionRaiseFlag.c.

32 {
33 return true;
34 }

◆ OnFinishProgressServer()

override void ActionRaiseFlag::OnFinishProgressServer ( ActionData action_data)
inlineprivate

Definition at line 54 of file ActionRaiseFlag.c.

55 {
56 TerritoryFlag totem = TerritoryFlag.Cast(action_data.m_Target.GetObject());
57 if (totem)
58 {
59 totem.AnimateFlagEx(totem.GetAnimationPhase("flag_mast") - UAMisc.FLAG_STEP_INCREMENT, action_data.m_Player);
60 totem.AddRefresherTime01(UAMisc.FLAG_STEP_INCREMENT);
61 }
62 }

The documentation for this class was generated from the following file: