22 GetGame().GetMission().RemoveActiveInputExcludes({
"map"},
false);
26 GetGame().GetMission().RemoveActiveInputExcludes({
"loopedactions"},
false);
126 if (!
GetGame().IsDedicatedServer())
130 m_UIManager =
GetGame().GetUIManager();
137 GetGame().GetMission().AddActiveInputExcludes({
"map"});
141 GetGame().GetMission().AddActiveInputExcludes({
"loopedactions"});
void CreateConditionComponents()
void OnStartClient(ActionData action_data)
ref CCIBase m_ConditionItem
void OnStartServer(ActionData action_data)
ref CCTBase m_ConditionTarget
void OnEndRequest(ActionData action_data)
bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
ActionUnfoldMapCB ActionBaseCB ActionUnfoldMap()
void OpenMap(ActionData action_data)
class DayZCreatureAnimInterface RegisterAnimationEvent(string event_name, string function_name)
void End()
called on surrender end request end
ref CABase m_ActionComponent
void ~ActionUnfoldMapCB()
override void SetActionData(ActionData action_data)
override void OnFinish(bool pCanceled)
override void OnAnimationEvent(int pEventID)
override void OnStateChange(int pOldState, int pCurrentState)
static bool GetUse3DMap()
proto native UIScriptedMenu EnterScriptedMenu(int id, UIMenuPanel parent)
Create & open menu with specific id (see MenuID) and set its parent.
bool CloseAll()
Close all opened menus.
DayZPlayerConstants
defined in C++
proto native CGame GetGame()
static const int STATE_LOOP_IN
looped state
proto native void EnableCancelCondition(bool pEnable)
proto native void EnableStateChangeCallback()
enables state change callback OnStateChange
static const int STATE_LOOP_LOOP