DayZ 1.24
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ActionPackShelter.c
Go to the documentation of this file.
2{
12
18
19 override typename GetInputType()
20 {
22 }
23 override bool HasProgress()
24 {
25 return true;
26 }
27
29 {
30 return true;
31 }
32
34 {
35 return true;
36 }
37
43
44 override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
45 {
46 if (player.GetBrokenLegs() == eBrokenLegs.BROKEN_LEGS)
47 return false;
48
49 Object targetObject = target.GetObject();
50 if (targetObject)
51 {
53 return shelter && shelter.CanBePacked();
54 }
55
56 return false;
57 }
58
60 {
61 super.OnStart(action_data);
62
63 action_data.m_Player.TryHideItemInHands(true);
64 }
65
67 {
68 super.OnEnd(action_data);
69
70 action_data.m_Player.TryHideItemInHands(false);
71 }
72
74 {
75 ShelterBase shelter = ShelterBase.Cast(action_data.m_Target.GetObject());
76 if (shelter)
77 shelter.Deconstruct();
78 }
79
81 {
82 return " packed " + action_data.m_Target.GetObject().GetDisplayName() + " with Hands ";
83 }
84}
bool m_FullBody
Definition ActionBase.c:52
string m_Text
Definition ActionBase.c:49
ref CCIBase m_ConditionItem
Definition ActionBase.c:55
float m_SpecialtyWeight
Definition ActionBase.c:68
ref CCTBase m_ConditionTarget
Definition ActionBase.c:56
int m_StanceMask
Definition ActionBase.c:53
eBrokenLegs
Definition EBrokenLegs.c:2
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
override void OnEnd(ActionData action_data)
override bool HasAlternativeInterrupt()
override void OnFinishProgressServer(ActionData action_data)
override void CreateConditionComponents()
override void OnStart(ActionData action_data)
override ActionData CreateActionData()
override bool ActionConditionContinue(ActionData action_data)
override string GetAdminLogMessage(ActionData action_data)
const float DEFAULT
DayZPlayerConstants
defined in C++
Definition dayzplayer.c:597