DayZ 1.24
Loading...
Searching...
No Matches
NoIndicationActionInputBase Class Reference
Inheritance diagram for NoIndicationActionInputBase:
[legend]
Collaboration diagram for NoIndicationActionInputBase:
[legend]

Private Member Functions

void NoIndicationActionInputBase (PlayerBase player)
 
override void UpdatePossibleActions (PlayerBase player, ActionTarget target, ItemBase item, int action_condition_mask)
 
override ActionBase GetAction ()
 
override ActionBase GetPossibleAction ()
 
- Private Member Functions inherited from ActionInput
void SetInput (string input_name)
 
int GetInputType ()
 
UAInput GetUAInput ()
 
bool JustActivate ()
 
bool IsActive ()
 
bool WasEnded ()
 
void Update ()
 
void Reset ()
 
void UpdatePossibleActions (PlayerBase player, ActionTarget target, ItemBase item, int action_condition_mask)
 
ActionBase GetAction ()
 
ActionTarget GetUsedActionTarget ()
 
ItemBase GetUsedMainItem ()
 
array< ActionBaseGetPossibleActions ()
 
ActionBase GetPossibleAction ()
 
int GetPossibleActionIndex ()
 
bool HasTarget ()
 
void OnActionStart ()
 
void OnActionEnd ()
 
void ActionsSelectReset ()
 
void ForceAction (ActionBase action, ActionTarget target, ItemBase item)
 
void ForceActionTarget (ActionTarget target)
 
void ClearForcedAction ()
 
void ClearForcedTarget ()
 
bool ForceActionCheck (PlayerBase player)
 
void SelectNextAction ()
 
void SelectPrevAction ()
 
int GetPossibleActionsCount ()
 
bool HasInput ()
 
int GetPriority ()
 

Detailed Description

Definition at line 536 of file ActionInput.c.

Constructor & Destructor Documentation

◆ NoIndicationActionInputBase()

void NoIndicationActionInputBase::NoIndicationActionInputBase ( PlayerBase player)
inlineprivate

Definition at line 538 of file ActionInput.c.

539 {
540 m_DetectFromTarget = false;
541 }
bool m_DetectFromTarget
Definition ActionInput.c:25

References ActionInput::m_DetectFromTarget.

Member Function Documentation

◆ GetAction()

override ActionBase NoIndicationActionInputBase::GetAction ( )
inlineprivate

Definition at line 550 of file ActionInput.c.

551 {
553 return m_ForcedActionData.m_Action;
554
555 if (m_MainItem)
556 {
558 ActionBase action;
559
560 m_MainItem.GetActions(this.Type(), possible_actions);
562 {
563 for (int i = 0; i < possible_actions.Count(); i++)
564 {
565 action = ActionBase.Cast(possible_actions.Get(i));
567 return action;
568 }
569 }
570
571 }
572 return NULL;
573 }
string Type
int m_ConditionMask
Definition ActionInput.c:39
ref ForcedActionData m_ForcedActionData
Definition ActionInput.c:35
ItemBase m_MainItem
Definition ActionInput.c:38
ref ActionTarget m_Target
Definition ActionInput.c:37
bool ForceActionCheck(PlayerBase player)
PlayerBase m_Player
Definition ActionInput.c:31

References ActionInput::ForceActionCheck(), ActionInput::m_ConditionMask, ActionInput::m_ForcedActionData, ActionInput::m_MainItem, ActionInput::m_Player, ActionInput::m_Target, and Type.

Referenced by GetPossibleAction().

◆ GetPossibleAction()

override ActionBase NoIndicationActionInputBase::GetPossibleAction ( )
inlineprivate

Definition at line 575 of file ActionInput.c.

576 {
577 return GetAction();
578 }
override ActionBase GetAction()

References GetAction().

◆ UpdatePossibleActions()

override void NoIndicationActionInputBase::UpdatePossibleActions ( PlayerBase player,
ActionTarget target,
ItemBase item,
int action_condition_mask )
inlineprivate

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