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

Private Member Functions

void FirearmActionBase ()
 
override int GetStanceMask (PlayerBase player)
 
override int GetActionCategory ()
 
override GetInputType ()
 
override bool ActionConditionContinue (ActionData action_data)
 
override bool ActionCondition (PlayerBase player, ActionTarget target, ItemBase item)
 
override void Start (ActionData action_data)
 
override bool CanBePerformedFromInventory ()
 
override bool CanBeUsedOnBack ()
 
override bool CanBeUsedRaised ()
 
override void OnUpdate (ActionData action_data)
 
override float GetProgress (ActionData action_data)
 

Detailed Description

Definition at line 1 of file FirearmActionBase.c.

Constructor & Destructor Documentation

◆ FirearmActionBase()

void FirearmActionBase::FirearmActionBase ( )
private

Member Function Documentation

◆ ActionCondition()

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

Definition at line 26 of file FirearmActionBase.c.

27 {
29 return wpn && wpn.CanProcessWeaponEvents() && !player.GetDayZPlayerInventory().IsProcessing();
30 }

◆ ActionConditionContinue()

override bool FirearmActionBase::ActionConditionContinue ( ActionData action_data)
inlineprivate

Definition at line 20 of file FirearmActionBase.c.

21 {
22 Weapon_Base wpn = Weapon_Base.Cast(action_data.m_MainItem);
23 return !wpn.IsIdle();
24 }

◆ CanBePerformedFromInventory()

override bool FirearmActionBase::CanBePerformedFromInventory ( )
inlineprivate

Definition at line 39 of file FirearmActionBase.c.

40 {
41 return true;
42 }

◆ CanBeUsedOnBack()

override bool FirearmActionBase::CanBeUsedOnBack ( )
inlineprivate

Definition at line 44 of file FirearmActionBase.c.

45 {
46 return true;
47 }

◆ CanBeUsedRaised()

override bool FirearmActionBase::CanBeUsedRaised ( )
inlineprivate

Definition at line 49 of file FirearmActionBase.c.

50 {
51 return true;
52 }

◆ GetActionCategory()

override int FirearmActionBase::GetActionCategory ( )
inlineprivate

Definition at line 10 of file FirearmActionBase.c.

11 {
12 return AC_SINGLE_USE;
13 }
const int AC_SINGLE_USE
Definition _constants.c:2

References AC_SINGLE_USE.

◆ GetInputType()

override FirearmActionBase::GetInputType ( )
inlineprivate

Definition at line 15 of file FirearmActionBase.c.

◆ GetProgress()

override float FirearmActionBase::GetProgress ( ActionData action_data)
inlineprivate

Definition at line 64 of file FirearmActionBase.c.

65 {
66 return -1;
67 }

◆ GetStanceMask()

override int FirearmActionBase::GetStanceMask ( PlayerBase player)
inlineprivate

Definition at line 5 of file FirearmActionBase.c.

6 {
7 return DayZPlayerConstants.STANCEMASK_ALL;
8 }
DayZPlayerConstants
defined in C++
Definition dayzplayer.c:597

◆ OnUpdate()

override void FirearmActionBase::OnUpdate ( ActionData action_data)
inlineprivate

Definition at line 54 of file FirearmActionBase.c.

55 {
56 super.OnUpdate(action_data);
57
58 Weapon_Base wpn = Weapon_Base.Cast(action_data.m_MainItem);
59
60 if (!wpn || action_data.m_Player.GetItemInHands() != wpn || !action_data.m_Player.GetWeaponManager().IsRunning())
62 }
void End()
called on surrender end request end

References End().

◆ Start()

override void FirearmActionBase::Start ( ActionData action_data)
inlineprivate

Definition at line 32 of file FirearmActionBase.c.

33 {
34 super.Start(action_data);
35
36 action_data.m_State = UA_PROCESSING;
37 }
const int UA_PROCESSING
Definition constants.c:434

References UA_PROCESSING.


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