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

Private Member Functions

void ActionBuildPartSwitch ()
 
override void CreateConditionComponents ()
 
override bool IsInstant ()
 
override bool RemoveForceTargetAfterUse ()
 
override bool UseAcknowledgment ()
 
override bool CanBeUsedLeaning ()
 
override bool ActionCondition (PlayerBase player, ActionTarget target, ItemBase item)
 
override void OnStartClient (ActionData action_data)
 
override void OnStartServer (ActionData action_data)
 
void SetNextIndex (ActionData action_data)
 

Detailed Description

Definition at line 2 of file ActionBuildPartSwitch.c.

Constructor & Destructor Documentation

◆ ActionBuildPartSwitch()

void ActionBuildPartSwitch::ActionBuildPartSwitch ( )
inlineprivate

Definition at line 4 of file ActionBuildPartSwitch.c.

5 {
6 //m_StanceMask = DayZPlayerConstants.STANCEMASK_NOTRAISED;
7 m_StanceMask = DayZPlayerConstants.STANCEMASK_ERECT;
8 m_FullBody = true;
9 m_Text = "#switch_to_the_next_part";
10 }
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 m_FullBody, m_StanceMask, and m_Text.

Member Function Documentation

◆ ActionCondition()

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

Definition at line 38 of file ActionBuildPartSwitch.c.

39 {
40 return false;
41 }

◆ CanBeUsedLeaning()

override bool ActionBuildPartSwitch::CanBeUsedLeaning ( )
inlineprivate

Definition at line 33 of file ActionBuildPartSwitch.c.

34 {
35 return false;
36 }

◆ CreateConditionComponents()

override void ActionBuildPartSwitch::CreateConditionComponents ( )
inlineprivate

◆ IsInstant()

override bool ActionBuildPartSwitch::IsInstant ( )
inlineprivate

Definition at line 18 of file ActionBuildPartSwitch.c.

19 {
20 return true;
21 }

◆ OnStartClient()

override void ActionBuildPartSwitch::OnStartClient ( ActionData action_data)
inlineprivate

Definition at line 44 of file ActionBuildPartSwitch.c.

45 {
46 super.OnStartClient(action_data);
47
49 }
void SetNextIndex(ActionData action_data)

References SetNextIndex().

◆ OnStartServer()

override void ActionBuildPartSwitch::OnStartServer ( ActionData action_data)
inlineprivate

Definition at line 51 of file ActionBuildPartSwitch.c.

52 {
53 super.OnStartServer(action_data);
54
55 if (!GetGame().IsMultiplayer())
57 }
proto native CGame GetGame()

References GetGame(), and SetNextIndex().

◆ RemoveForceTargetAfterUse()

override bool ActionBuildPartSwitch::RemoveForceTargetAfterUse ( )
inlineprivate

Definition at line 23 of file ActionBuildPartSwitch.c.

24 {
25 return false;
26 }

◆ SetNextIndex()

void ActionBuildPartSwitch::SetNextIndex ( ActionData action_data)
inlineprivate

Definition at line 59 of file ActionBuildPartSwitch.c.

60 {
61 ConstructionActionData construction_action_data = action_data.m_Player.GetConstructionActionData();
62 construction_action_data.SetNextIndex();
63 }

Referenced by OnStartClient(), and OnStartServer().

◆ UseAcknowledgment()

override bool ActionBuildPartSwitch::UseAcknowledgment ( )
inlineprivate

Definition at line 28 of file ActionBuildPartSwitch.c.

29 {
30 return true;
31 }

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