DayZ
1.24
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ActionPlaceObject.c
Go to the documentation of this file.
1
class
ActionPlaceObjectCB
: ActiondeployObjectCB
2
{
3
override
void
CreateActionComponent
()
4
{
5
m_ActionData.m_ActionComponent =
new
CAContinuousTime
(
UATimeSpent
.
DEFAULT_PLACE
);
6
}
7
};
8
9
class
ActionPlaceObject
: ActionDeployObject
10
{
11
void
ActionPlaceObject
()
12
{
13
m_CallbackClass =
ActionPlaceObjectCB
;
14
m_Text
=
"#place_object"
;
15
}
16
17
override
bool
HasProgress
()
18
{
19
return
false
;
20
}
21
22
override
void
MoveEntityToFinalPositionSinglePlayer
(
ActionData
action_data
,
InventoryLocation
source
,
InventoryLocation
destination
)
23
{
24
action_data
.m_Player.GetDayZPlayerInventory().RedirectToHandEvent(
InventoryMode
.LOCAL,
source
,
destination
);
25
}
26
};
InventoryMode
InventoryMode
NOTE: PREDICTIVE is not to be used at all in multiplayer.
Definition
Inventory.c:22
m_Text
string m_Text
Definition
ActionBase.c:49
ActionData
Definition
ActionBase.c:21
ActionPlaceObjectCB
Definition
ActionPlaceObject.c:2
ActionPlaceObjectCB::CreateActionComponent
override void CreateActionComponent()
Definition
ActionPlaceObject.c:3
ActionPlaceObject
Definition
ActionPlaceObject.c:10
ActionPlaceObject::HasProgress
override bool HasProgress()
Definition
ActionPlaceObject.c:17
ActionPlaceObject::ActionPlaceObject
void ActionPlaceObject()
Definition
ActionPlaceObject.c:11
ActionPlaceObject::MoveEntityToFinalPositionSinglePlayer
override void MoveEntityToFinalPositionSinglePlayer(ActionData action_data, InventoryLocation source, InventoryLocation destination)
Definition
ActionPlaceObject.c:22
CAContinuousTime
Definition
CAContinuousTime.c:2
InventoryLocation
InventoryLocation.
Definition
InventoryLocation.c:28
Param3
Definition
EntityAI.c:95
UATimeSpent
Definition
ActionConstants.c:27
UATimeSpent::DEFAULT_PLACE
const float DEFAULT_PLACE
Definition
ActionConstants.c:36
scripts
4_World
Classes
UserActionsComponent
Actions
Continuous
ActionPlaceObject.c
Generated by
1.10.0