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

void ActionDeconstructShelter ()
 
override void CreateConditionComponents ()
 
override GetInputType ()
 
override bool HasProgress ()
 
override bool HasAlternativeInterrupt ()
 
override bool ActionConditionContinue (ActionData action_data)
 
override ActionData CreateActionData ()
 
override bool ActionCondition (PlayerBase player, ActionTarget target, ItemBase item)
 
override void OnStart (ActionData action_data)
 
override void OnEnd (ActionData action_data)
 
override void OnFinishProgressServer (ActionData action_data)
 
override string GetAdminLogMessage (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 1 of file ActionPackShelter.c.

Constructor & Destructor Documentation

◆ ActionDeconstructShelter()

void ActionDeconstructShelter::ActionDeconstructShelter ( )
inlineprivate

Member Function Documentation

◆ ActionCondition()

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

Definition at line 44 of file ActionPackShelter.c.

45 {
46 if (player.GetBrokenLegs() == eBrokenLegs.BROKEN_LEGS)
47 return false;
48
49 Object targetObject = target.GetObject();
50 if (targetObject)
51 {
53 return shelter && shelter.CanBePacked();
54 }
55
56 return false;
57 }
eBrokenLegs
Definition EBrokenLegs.c:2

◆ ActionConditionContinue()

override bool ActionDeconstructShelter::ActionConditionContinue ( ActionData action_data)
inlineprivate

Definition at line 33 of file ActionPackShelter.c.

34 {
35 return true;
36 }

◆ CreateActionData()

override ActionData ActionDeconstructShelter::CreateActionData ( )
inlineprivate

◆ CreateConditionComponents()

override void ActionDeconstructShelter::CreateConditionComponents ( )
inlineprivate

Definition at line 13 of file ActionPackShelter.c.

14 {
17 }
ref CCIBase m_ConditionItem
Definition ActionBase.c:55
ref CCTBase m_ConditionTarget
Definition ActionBase.c:56
const float DEFAULT

References UAMaxDistances::DEFAULT, m_ConditionItem, and m_ConditionTarget.

◆ GetAdminLogMessage()

override string ActionDeconstructShelter::GetAdminLogMessage ( ActionData action_data)
inlineprivate

Definition at line 80 of file ActionPackShelter.c.

81 {
82 return " packed " + action_data.m_Target.GetObject().GetDisplayName() + " with Hands ";
83 }

◆ GetInputType()

override ActionDeconstructShelter::GetInputType ( )
inlineprivate

Definition at line 19 of file ActionPackShelter.c.

◆ HasAlternativeInterrupt()

override bool ActionDeconstructShelter::HasAlternativeInterrupt ( )
inlineprivate

Definition at line 28 of file ActionPackShelter.c.

29 {
30 return true;
31 }

◆ HasProgress()

override bool ActionDeconstructShelter::HasProgress ( )
inlineprivate

Definition at line 23 of file ActionPackShelter.c.

24 {
25 return true;
26 }

◆ OnEnd()

override void ActionDeconstructShelter::OnEnd ( ActionData action_data)
inlineprivate

Definition at line 66 of file ActionPackShelter.c.

67 {
68 super.OnEnd(action_data);
69
70 action_data.m_Player.TryHideItemInHands(false);
71 }

◆ OnFinishProgressServer()

override void ActionDeconstructShelter::OnFinishProgressServer ( ActionData action_data)
inlineprivate

Definition at line 73 of file ActionPackShelter.c.

74 {
75 ShelterBase shelter = ShelterBase.Cast(action_data.m_Target.GetObject());
76 if (shelter)
77 shelter.Deconstruct();
78 }

◆ OnStart()

override void ActionDeconstructShelter::OnStart ( ActionData action_data)
inlineprivate

Definition at line 59 of file ActionPackShelter.c.

60 {
61 super.OnStart(action_data);
62
63 action_data.m_Player.TryHideItemInHands(true);
64 }

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