DayZ 1.24
Loading...
Searching...
No Matches
FirearmActionLoadMultiBulletRadial Class Reference
Inheritance diagram for FirearmActionLoadMultiBulletRadial:
[legend]
Collaboration diagram for FirearmActionLoadMultiBulletRadial:
[legend]

Private Member Functions

void FirearmActionLoadMultiBulletRadial ()
 
override bool HasProgress ()
 
override void CreateConditionComponents ()
 
override bool CanContinue (ActionData action_data)
 
override bool ActionCondition (PlayerBase player, ActionTarget target, ItemBase item)
 
override void OnStart (ActionData action_data)
 
override void OnEnd (ActionData action_data)
 

Detailed Description

Definition at line 171 of file FirearmActionLoadMultiBullet.c.

Constructor & Destructor Documentation

◆ FirearmActionLoadMultiBulletRadial()

void FirearmActionLoadMultiBulletRadial::FirearmActionLoadMultiBulletRadial ( )
inlineprivate

Definition at line 176 of file FirearmActionLoadMultiBullet.c.

177 {
178 }

Member Function Documentation

◆ ActionCondition()

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

Definition at line 199 of file FirearmActionLoadMultiBullet.c.

200 {
201 if (!super.ActionCondition(player, target, item))
202 return false;
203
205 Magazine mag = Magazine.Cast(target.GetObject());
206 return mag && player.GetWeaponManager().CanLoadBullet(wpn, mag);
207 }

Referenced by CanContinue().

◆ CanContinue()

override bool FirearmActionLoadMultiBulletRadial::CanContinue ( ActionData action_data)
inlineprivate

Definition at line 191 of file FirearmActionLoadMultiBullet.c.

192 {
193 if (!super.CanContinue(action_data))
194 return false;
195
196 return ActionCondition(action_data.m_Player, action_data.m_Target, action_data.m_MainItem);
197 }
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)

References ActionCondition().

◆ CreateConditionComponents()

override void FirearmActionLoadMultiBulletRadial::CreateConditionComponents ( )
inlineprivate

Definition at line 185 of file FirearmActionLoadMultiBullet.c.

186 {
189 }
ref CCIBase m_ConditionItem
Definition ActionBase.c:55
ref CCTBase m_ConditionTarget
Definition ActionBase.c:56

References m_ConditionItem, and m_ConditionTarget.

◆ HasProgress()

override bool FirearmActionLoadMultiBulletRadial::HasProgress ( )
inlineprivate

Definition at line 180 of file FirearmActionLoadMultiBullet.c.

181 {
182 return false;
183 }

◆ OnEnd()

override void FirearmActionLoadMultiBulletRadial::OnEnd ( ActionData action_data)
inlineprivate

Definition at line 217 of file FirearmActionLoadMultiBullet.c.

218 {
219 action_data.m_Player.GetWeaponManager().LoadMultiBulletStop();
220 }

◆ OnStart()

override void FirearmActionLoadMultiBulletRadial::OnStart ( ActionData action_data)
inlineprivate

Definition at line 209 of file FirearmActionLoadMultiBullet.c.

210 {
211 super.OnStart(action_data);
212
213 Magazine mag = Magazine.Cast(action_data.m_Target.GetObject());
214 action_data.m_Player.GetWeaponManager().LoadMultiBullet(mag, this);
215 }

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