241 return action.GetVariantManager();
269 if (
ai.JustActivate())
289 if (
ain.JustActivate())
413 ai.ClearForcedAction();
551 if (
action.CanBePerformedFromQuickbar())
568 DPrint(
"ScriptInputUserData already posted - ActionManagerClient");
571 Debug.
ActionLog(
"Cannot start because ScriptInputUserData is already used",
action.ToString(),
"n/a",
"ActionStart",
m_Player.ToString());
578 DPrint(
"Can not inicialize action" +
action +
" - ActionManagerClient");
594 if (
action.UseAcknowledgment())
604 if (!
action.UseAcknowledgment())
651 ain.ActionsSelectReset();
687 if (!
GetGame().IsMultiplayer())
809 if (
ai &&
ai.GetPossibleActionsCount() > 1)
810 ai.SelectNextAction();
820 if (
ai &&
ai.GetPossibleActionsCount() > 1)
821 ai.SelectPrevAction();
ref ActionData m_CurrentActionData
void SetActionContext(ActionTarget target, ItemBase item)
bool m_ActionInputWantEnd
bool ActionPossibilityCheck(int pCurrentCommandID)
static ref array< ref ActionBase > m_ActionsArray
int m_PendingActionAcknowledgmentID
bool m_ActionWantEndRequest
map< typename, ref ActionInput > TTypeNameActionInputMap
map< typename, ref array< ActionBase_Basic > > TInputActionMap
class ActionTargets ActionTarget
override void SelectNextAction()
void SetActionFromInventory(ItemBase mainItem, ItemBase targetItem)
ref array< ActionInput > m_OrderedStandartActionInputs
override void SelectFirstActionCategory()
bool CanPerformActionFromQuickbar(ItemBase mainItem, ItemBase targetItem)
void EjectAction(typename actionType)
void RegisterInputs(PlayerBase player)
void SetDefaultInputsOrder()
int GetPossibleActionCount(typename inputType)
array< ActionBase > GetPossibleActions(typename inputType)
override void OnActionEnd()
void ProcessActionRequestEnd()
ActionBase GetPossibleAction(typename inputType)
void SetInventoryAction(ActionBase action_name, ItemBase target_item, ItemBase main_item)
void ActionStart(ActionBase action, ActionTarget target, ItemBase item, Param extra_data=NULL)
override GetSelectedActionCategory()
ref array< ref InventoryLocation > m_ReservedInventoryLocations
ref InventoryActionHandler m_InventoryActionHandler
void SetActioninputOrder()
void InjectAction(ActionBase action, ActionTarget target, ItemBase item)
override ActionTarget FindActionTarget()
void PerformActionFromQuickbar(ItemBase mainItem, ItemBase targetItem)
override void SelectNextActionCategory()
void SetInventoryAction(ActionBase action_name, ActionTarget target, ItemBase main_item)
bool LockInventory(ActionData action_data)
void FindContextualUserActions(int pCurrentCommandID)
void HandleInputsOnActionEnd()
void UnlockInventory(ActionData action_data)
void UnsetInventoryAction()
bool m_ActionWantEndRequest_Send
override void RequestEndAction()
void PerformActionStart(ActionBase action, ActionTarget target, ItemBase item, Param extra_data=NULL)
ref array< ActionInput > m_DefaultOrderOfActionInputs
ref array< ActionInput > m_OrederedAllActionInput
override void SelectPrevAction()
void RequestInterruptAction()
client requests action interrupt
bool HasHandInventoryReservation()
override void OnJumpStart()
override void Interrupt()
void InjectAction(typename actionType, ActionTarget target, ItemBase item)
ref ActionTargets m_Targets
void ResetInputsActions()
void PerformActionFromInventory(ItemBase mainItem, ItemBase targetItem)
override void OnInstantAction(typename user_action_type, Param data=NULL)
override void EndActionInput()
ref InventoryLocation m_HandInventoryLocationTest
override void Update(int pCurrentCommandID)
void ForceTarget(Object targetObject)
ref ActionTarget m_ForceTarget
void HandleInputsOnActionStart(ActionBase action)
bool CanPerformActionFromInventory(ItemBase mainItem, ItemBase targetItem)
void UpdateActionCategoryPriority()
int m_SelectedActionInputToSrollIndex
ref TTypeNameActionInputMap m_RegistredInputsMap
void ActionManagerClient(PlayerBase player)
void ProcessActionInputEnd()
int m_LastAcknowledgmentID
static ActionVariantManager GetVariantManager(typename actionName)
void EjectAction(ActionBase action)
int GetPossibleActionIndex(typename inputType)
ref ActionData m_PendingActionData
override void SelectPrevActionCategory()
ItemBase FindActionItem()
bool m_ActionInputWantEnd_Send
bool CanSetActionFromInventory(ItemBase mainItem, ItemBase targetItem)
static void ActionLog(string message=LOG_DEFAULT, string plugin=LOG_DEFAULT, string author=LOG_DEFAULT, string label=LOG_DEFAULT, string entity=LOG_DEFAULT)
static bool IsFreeCameraEnabled()
Client only - manage set up crafting on client.
static bool IsActionLogEnable()
Base Param Class with no parameters. Used as general purpose parameter overloaded with Param1 to Para...
DayZPlayerConstants
defined in C++
proto native CGame GetGame()
proto void DPrint(string var)
Prints content of variable to console/log. Should be used for critical messages so it will appear in ...
proto native int GetRunningAction()
returns -1 when no action is running or RELOAD,MECHANISM, ....