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

void ActionStripCarrierVest ()
 
override void CreateConditionComponents ()
 
override bool ActionCondition (PlayerBase player, ActionTarget target, ItemBase item)
 
override bool HasTarget ()
 
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 9 of file ActionStripCarrierVest.c.

Constructor & Destructor Documentation

◆ ActionStripCarrierVest()

void ActionStripCarrierVest::ActionStripCarrierVest ( )
inlineprivate

Member Function Documentation

◆ ActionCondition()

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

Definition at line 27 of file ActionStripCarrierVest.c.

28 {
29 if (item.GetNumberOfItems() > 0)
30 return false;
31 return true;
32 }

◆ CreateConditionComponents()

override void ActionStripCarrierVest::CreateConditionComponents ( )
inlineprivate

Definition at line 21 of file ActionStripCarrierVest.c.

22 {
25 }
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 ActionStripCarrierVest::HasTarget ( )
inlineprivate

Definition at line 34 of file ActionStripCarrierVest.c.

35 {
36 return false;
37 }

◆ OnFinishProgressServer()

override void ActionStripCarrierVest::OnFinishProgressServer ( ActionData action_data)
inlineprivate

Definition at line 39 of file ActionStripCarrierVest.c.

40 {
41 if (action_data.m_MainItem && action_data.m_MainItem.GetHierarchyRootPlayer() == action_data.m_Player)
42 {
45 string itemName = action_data.m_MainItem.GetType();
47 results.Insert("PlateCarrierBlank");
48
49 switch (itemName)
50 {
51 case "PlateCarrierHolster":
52 results.Insert("CarrierHolsterSolo");
53 break
54
55 case "PlateCarrierPouches":
56 results.Insert("CarrierPouches");
57 break
58
59 case "PlateCarrierComplete":
60 results.Insert("CarrierPouches");
61 results.Insert("CarrierHolsterSolo");
62 break
63 }
64
65 for (int i = 0; i < results.Count(); i++)
66 {
67 object = EntityAI.Cast(GetGame().CreateObjectEx(results.Get(i), action_data.m_Player.GetPosition(), ECE_PLACE_ON_SURFACE));
68 object.SetHealth("", "", action_data.m_MainItem.GetHealth("", ""));
69 }
70 action_data.m_MainItem.Delete();
71 action_data.m_MainItem = NULL;
72 }
73 }
const int ECE_PLACE_ON_SURFACE
Super root of all classes in Enforce script.
Definition EnScript.c:11
proto native CGame GetGame()
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.

References Class::CastTo(), ECE_PLACE_ON_SURFACE, and GetGame().


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