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

void ActionRestrainSelf ()
 
override int GetStanceMask (PlayerBase player)
 
override void CreateConditionComponents ()
 
override bool HasTarget ()
 
override bool HasAlternativeInterrupt ()
 
override bool ActionCondition (PlayerBase player, ActionTarget target, ItemBase item)
 
override void OnFinishProgressServer (ActionData action_data)
 
override void OnFinishProgressClient (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 19 of file ActionRestrainSelf.c.

Constructor & Destructor Documentation

◆ ActionRestrainSelf()

void ActionRestrainSelf::ActionRestrainSelf ( )
inlineprivate

Definition at line 21 of file ActionRestrainSelf.c.

22 {
24 m_CommandUID = DayZPlayerConstants.CMD_ACTIONFB_RESTRAINSELF;
25 m_FullBody = true;
26 m_StanceMask = DayZPlayerConstants.STANCEMASK_ERECT | DayZPlayerConstants.STANCEMASK_CROUCH;
27 //m_Animation = "INJECTEPIPENS";
29 m_Text = "#restrain_self";
30 }
bool m_FullBody
Definition ActionBase.c:52
string m_Text
Definition ActionBase.c:49
float m_SpecialtyWeight
Definition ActionBase.c:68
int m_StanceMask
Definition ActionBase.c:53
DayZPlayerConstants
defined in C++
Definition dayzplayer.c:597

References AnimatedActionBase::m_CallbackClass, AnimatedActionBase::m_CommandUID, m_FullBody, m_SpecialtyWeight, m_StanceMask, m_Text, and UASoftSkillsWeight::ROUGH_LOW.

Member Function Documentation

◆ ActionCondition()

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

Definition at line 56 of file ActionRestrainSelf.c.

57 {
58 if (player.IsRestrained())
59 return false;
60
61 return true;
62 }

◆ CreateConditionComponents()

override void ActionRestrainSelf::CreateConditionComponents ( )
inlineprivate

Definition at line 40 of file ActionRestrainSelf.c.

41 {
44 }
ref CCIBase m_ConditionItem
Definition ActionBase.c:55
ref CCTBase m_ConditionTarget
Definition ActionBase.c:56

References m_ConditionItem, and m_ConditionTarget.

◆ GetStanceMask()

override int ActionRestrainSelf::GetStanceMask ( PlayerBase player)
inlineprivate

Definition at line 32 of file ActionRestrainSelf.c.

33 {
34 if (player.IsPlayerInStance(DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_PRONE))
35 return DayZPlayerConstants.STANCEMASK_CROUCH;
36 else
37 return DayZPlayerConstants.STANCEMASK_ERECT;
38 }

◆ HasAlternativeInterrupt()

override bool ActionRestrainSelf::HasAlternativeInterrupt ( )
inlineprivate

Definition at line 51 of file ActionRestrainSelf.c.

52 {
53 return true;
54 }

◆ HasTarget()

override bool ActionRestrainSelf::HasTarget ( )
inlineprivate

Definition at line 46 of file ActionRestrainSelf.c.

47 {
48 return false;
49 }

◆ OnFinishProgressClient()

override void ActionRestrainSelf::OnFinishProgressClient ( ActionData action_data)
inlineprivate

Definition at line 76 of file ActionRestrainSelf.c.

77 {
78 //action_data.m_Player.RemoveQuickBarEntityShortcut(action_data.m_MainItem);
79 }

◆ OnFinishProgressServer()

override void ActionRestrainSelf::OnFinishProgressServer ( ActionData action_data)
inlineprivate

Definition at line 64 of file ActionRestrainSelf.c.

65 {
66 PlayerBase player = PlayerBase.Cast(action_data.m_Player);
68 if (item_in_hands)
69 {
70 //action_data.m_Player.RemoveQuickBarEntityShortcut(item_in_hands);
71 string new_item_name = MiscGameplayFunctions.ObtainRestrainItemTargetClassname(item_in_hands);
73 }
74 }

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