DayZ 1.24
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ActionEmptyBottleBase Class Reference
Inheritance diagram for ActionEmptyBottleBase:
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Collaboration diagram for ActionEmptyBottleBase:
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Protected Member Functions

void SendRPC (ActionData actionData, bool enable)
 

Private Member Functions

void ActionEmptyBottleBase ()
 
override void CreateConditionComponents ()
 
override bool HasTarget ()
 
override bool ActionCondition (PlayerBase player, ActionTarget target, ItemBase item)
 
override bool ActionConditionContinue (ActionData action_data)
 
override void OnStartAnimationLoop (ActionData action_data)
 
override void OnEndAnimationLoop (ActionData action_data)
 
override void OnEndServer (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 14 of file ActionEmptyBottleBase.c.

Constructor & Destructor Documentation

◆ ActionEmptyBottleBase()

void ActionEmptyBottleBase::ActionEmptyBottleBase ( )
inlineprivate

Member Function Documentation

◆ ActionCondition()

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

Definition at line 38 of file ActionEmptyBottleBase.c.

39 {
40 if (GetGame().IsServer() && GetGame().IsMultiplayer())
41 return true;
42
43 if (item.IsLiquidPresent())
44 return true;
45 return false;
46 }
proto native CGame GetGame()

References GetGame().

◆ ActionConditionContinue()

override bool ActionEmptyBottleBase::ActionConditionContinue ( ActionData action_data)
inlineprivate

Definition at line 48 of file ActionEmptyBottleBase.c.

49 {
50 if (action_data.m_MainItem.GetQuantity() > action_data.m_MainItem.GetQuantityMin())
51 return true;
52 return false;
53 }

◆ CreateConditionComponents()

override void ActionEmptyBottleBase::CreateConditionComponents ( )
inlineprivate

Definition at line 27 of file ActionEmptyBottleBase.c.

28 {
31 }
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 ActionEmptyBottleBase::HasTarget ( )
inlineprivate

Definition at line 33 of file ActionEmptyBottleBase.c.

34 {
35 return false;
36 }

◆ OnEndAnimationLoop()

override void ActionEmptyBottleBase::OnEndAnimationLoop ( ActionData action_data)
inlineprivate

Definition at line 60 of file ActionEmptyBottleBase.c.

61 {
62 SendRPC(action_data, false);
63 }
void SendRPC()

References SendRPC().

◆ OnEndServer()

override void ActionEmptyBottleBase::OnEndServer ( ActionData action_data)
inlineprivate

Definition at line 65 of file ActionEmptyBottleBase.c.

66 {
67 SendRPC(action_data, false);
68 }

References SendRPC().

◆ OnStartAnimationLoop()

override void ActionEmptyBottleBase::OnStartAnimationLoop ( ActionData action_data)
inlineprivate

Definition at line 55 of file ActionEmptyBottleBase.c.

56 {
57 SendRPC(action_data, true);
58 }

References SendRPC().

◆ SendRPC()

void ActionEmptyBottleBase::SendRPC ( ActionData actionData,
bool enable )
inlineprotected

Definition at line 70 of file ActionEmptyBottleBase.c.

71 {
72 if (!GetGame().IsMultiplayer() || GetGame().IsServer())
73 {
75 if (comp.m_RPCStopAlreadySent)
76 return;
77
80 GetGame().RPCSingleParam(target_vessel, SoundTypeBottle.EMPTYING, play, true);
81 if (!enable)
82 comp.m_RPCStopAlreadySent = true;
83 }
84 }
SoundTypeBottle
Definition Bottle_Base.c:2

References GetGame().


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