36 m_ContinuousInteract =
null;
41 m_FadeTimer =
new WidgetFadeTimer;
44 m_HealthEnabled =
true;
45 m_QuantityEnabled =
true;
50 m_UseActionWrapper =
GetUApi().GetInputByID(
UAAction).GetPersistentWrapper();
88 m_ItemLeft =
w.FindAnyWidget(
"ia_item_left");
97#ifdef PLATFORM_CONSOLE
120#ifdef PLATFORM_CONSOLE
144 if (m_EntityInHands && m_EntityInHands.IsWeapon())
146 SetWeaponQuantity(0, 0,
"ia_item",
"ia_item_quantity_pb",
"ia_item_quantity_text", m_QuantityEnabled);
150 else if (m_EntityInHands && m_EntityInHands.IsTransmitter())
164 SetInteractActionIcon(
"ia_interact",
"ia_interact_icon_frame",
"ia_interact_btn_inner_icon",
"ia_interact_btn_text");
167 SetInteractActionIcon(
"ia_continuous_interact",
"ia_continuous_interact_icon_frame",
"ia_continuous_interact_btn_inner_icon",
"ia_continuous_interact_btn_text");
168 SetActionWidget(m_ContinuousInteract,
GetActionDesc(m_ContinuousInteract),
"ia_continuous_interact",
"ia_continuous_interact_action_name");
202 if ((m_EntityInHands || !m_Hidden) &&
GetGame().GetUIManager().GetMenu() ==
null)
212 m_MaxWidthChild = 200;
232 m_ContinuousInteract =
null;
245 m_Continuous =
m_AM.GetPossibleAction(ContinuousDefaultActionInput);
247 if (!m_Interact && !m_ContinuousInteract && !m_Continuous && !m_Single)
253 m_ContinuousItemActionsNum =
m_AM.GetPossibleActionCount(ContinuousDefaultActionInput);
263 m_EntityInHands =
eai;
265 m_EntityInHands =
null;
279 return m_EntityInHands.GetDisplayName();
287 return m_EntityInHands.GetHealthLevel();
320 return trans.GetTunedFrequency().ToString();
473 for (
int j = 0;
j <
wpn.GetMuzzleCount();
j++)
475 if (
wpn.IsChamberFull(
j) && !
wpn.IsChamberFiredOut(
j))
482 for (
int i = 0;
i <
wpn.GetMuzzleCount();
i++)
484 if (
i > 0 && (
wpn.GetMuzzleCount() < 3 ||
i % 2 == 0))
486 if (
wpn.IsChamberEmpty(
i))
488 else if (
wpn.IsChamberFiredOut(
i))
496 else if (
wpn.GetInternalMagazineMaxCartridgeCount(
i) > 0)
542 zeroing =
string.Format(
"%1 m",
w.GetCurrentZeroing(
w.GetCurrentMuzzle()));
609 widget.Show(m_InteractActionsNum > 1);
618 widget.Show(m_ContinuousInteractActionsNum > 1);
626 widget.Show(m_ItemActionsNum > 1);
635 widget.Show(m_ContinuousItemActionsNum > 1);
650 m_UseActionWrapper.
InputP().SelectAlternative(0);
651 for (
int c = 0;
c < m_UseActionWrapper.
InputP().BindKeyCount();
c++)
653 int _hc = m_UseActionWrapper.
InputP().GetBindKey(0);
671 else if (
w.IsVisible())
void OnInputPresetChanged()
void OnInputDeviceChanged(EInputDeviceType pInputDeviceType)
PlayerSpawnPresetDiscreteItemSetSlotData name
one set for cargo
Super root of all classes in Enforce script.
const int COLOR_BADLY_DAMAGED
WeaponManager GetWeaponManager()
static float GetItemQuantity(InventoryItem item)
static int HasItemQuantity(notnull EntityAI item)
proto native UAInput InputP()
script counterpart to engine's class Weapon
string GetCurrentModeName()
proto native CGame GetGame()
const int QUANTITY_PROGRESS
const int QUANTITY_HIDDEN
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.
const int STATE_BADLY_DAMAGED
static proto float Round(float f)
Returns mathematical round of value.