DayZ 1.24
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CAInteractLoop.c
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2{
3 protected float m_LocalTimeElpased;
4 protected float m_TimeElpased;
5 protected float m_TimeToComplete;
6 protected float m_DefaultTimeToComplete;
8
13
15 {
16 m_TimeElpased = 0;
17 if (!m_SpentUnits)
19 else
20 m_SpentUnits.param1 = 0;
21
22 m_TimeToComplete = action_data.m_Player.GetSoftSkillsManager().SubtractSpecialtyBonus(m_DefaultTimeToComplete, m_Action.GetSpecialtyWeight(), true);
23 }
24
26 {
27 if (!action_data.m_Player)
28 return UA_ERROR;
29
31 {
32 m_TimeElpased += action_data.m_Player.GetDeltaT();
33 return UA_PROCESSING;
34 }
35 else
36 {
37 if (m_SpentUnits)
38 {
41 }
42 return UA_FINISHED;
43 }
44 }
45
46};
Definition CABase.c:2
void SetACData(Param units)
Definition CABase.c:38
ActionBase m_Action
Definition CABase.c:3
override int Execute(ActionData action_data)
override void Setup(ActionData action_data)
ref Param1< float > m_SpentUnits
void CAInteractLoop(float time_to_complete_action)
float m_DefaultTimeToComplete
float m_LocalTimeElpased
const int UA_FINISHED
Definition constants.c:436
const int UA_ERROR
Definition constants.c:455
const int UA_PROCESSING
Definition constants.c:434