DayZ 1.24
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ActionWringClothes Class Reference
Inheritance diagram for ActionWringClothes:
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Collaboration diagram for ActionWringClothes:
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Private Member Functions

void ActionWringClothes ()
 
override void CreateConditionComponents ()
 
override bool HasTarget ()
 
override bool ActionCondition (PlayerBase player, ActionTarget target, ItemBase item)
 
override void OnFinishProgressServer (ActionData action_data)
 
- Private Member Functions inherited from ActionContinuousBase
void OnStartAnimationLoopServer (ActionData action_data)
 
void OnStartAnimationLoopClient (ActionData action_data)
 
void OnEndAnimationLoopServer (ActionData action_data)
 
void OnEndAnimationLoopClient (ActionData action_data)
 
void OnFinishProgressServer (ActionData action_data)
 
void OnFinishProgressClient (ActionData action_data)
 

Detailed Description

Definition at line 12 of file ActionWringClothes.c.

Constructor & Destructor Documentation

◆ ActionWringClothes()

void ActionWringClothes::ActionWringClothes ( )
inlineprivate

Member Function Documentation

◆ ActionCondition()

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

wet+ items (so they will stay damp after wringing)

Definition at line 35 of file ActionWringClothes.c.

36 {
37 if (player.IsInWater()) return false;
38
40 if (item && item.GetWet() >= GameConstants.STATE_WET)
41 return true;
42 else
43 return false;
44 }
const float STATE_WET
Definition constants.c:783

References GameConstants::STATE_WET.

◆ CreateConditionComponents()

override void ActionWringClothes::CreateConditionComponents ( )
inlineprivate

Definition at line 24 of file ActionWringClothes.c.

25 {
28 }
ref CCIBase m_ConditionItem
Definition ActionBase.c:55
ref CCTBase m_ConditionTarget
Definition ActionBase.c:56

References m_ConditionItem, and m_ConditionTarget.

◆ HasTarget()

override bool ActionWringClothes::HasTarget ( )
inlineprivate

Definition at line 30 of file ActionWringClothes.c.

31 {
32 return false;
33 }

◆ OnFinishProgressServer()

override void ActionWringClothes::OnFinishProgressServer ( ActionData action_data)
inlineprivate

Definition at line 53 of file ActionWringClothes.c.

54 {
55 /*Param1<float> nacdata = Param1<float>.Cast( action_data.m_ActionComponent.GetACData() );
56 float delta = nacdata.param1;
57 action_data.m_MainItem.AddWet( -delta );*/
58 float wetness = action_data.m_MainItem.GetWet();
59 float wet_change;
60
67
68 //Print(wet_change);
69 action_data.m_MainItem.SetWet(wet_change);
70
71 action_data.m_Player.GetSoftSkillsManager().AddSpecialty(m_SpecialtyWeight);
72 }
Definition EnMath.c:7
const float STATE_DAMP
Definition constants.c:784
const float STATE_SOAKING_WET
Definition constants.c:782
const float STATE_DRENCHED
Definition constants.c:781
static proto float RandomFloat(float min, float max)
Returns a random float number between and min[inclusive] and max[exclusive].

References m_SpecialtyWeight, Math::RandomFloat(), GameConstants::STATE_DAMP, GameConstants::STATE_DRENCHED, GameConstants::STATE_SOAKING_WET, and GameConstants::STATE_WET.


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