DayZ 1.24
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SeedPackBase.c File Reference

Go to the source code of this file.

Classes

class  Inventory_Base
 

Functions

void EmptySeedsPackLambda (EntityAI old_item, string new_item_type, PlayerBase player, int count)
 
override void CopyOldPropertiesToNew (notnull EntityAI old_item, EntityAI new_item)
 
override void OnSuccess (EntityAI new_item)
 

Variables

class SeedPackBase extends Inventory_Base m_ItemCount
 

Function Documentation

◆ CopyOldPropertiesToNew()

override void CopyOldPropertiesToNew ( notnull EntityAI old_item,
EntityAI new_item )

Definition at line 55 of file SeedPackBase.c.

56 {
57 super.CopyOldPropertiesToNew(old_item, new_item);
58
61 unboxed.SetQuantity(m_ItemCount);
62 }
class SeedPackBase extends Inventory_Base m_ItemCount
Super root of all classes in Enforce script.
Definition EnScript.c:11
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.

References Class::CastTo(), and m_ItemCount.

◆ EmptySeedsPackLambda()

void EmptySeedsPackLambda ( EntityAI old_item,
string new_item_type,
PlayerBase player,
int count )

Definition at line 50 of file SeedPackBase.c.

51 {
53 }

References m_ItemCount.

Referenced by Inventory_Base::EmptySeedPack().

◆ OnSuccess()

override void OnSuccess ( EntityAI new_item)

Definition at line 64 of file SeedPackBase.c.

65 {
66 super.OnSuccess(new_item);
67
68 //spawns wrapping Paper
69 ItemBase paper = ItemBase.Cast(GetGame().CreateObjectEx("Paper", new_item.GetHierarchyRoot().GetPosition(), ECE_PLACE_ON_SURFACE));
70 }
const int ECE_PLACE_ON_SURFACE
proto native CGame GetGame()

References ECE_PLACE_ON_SURFACE, and GetGame().

Variable Documentation

◆ m_ItemCount