DayZ 1.24
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CTActor.c
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1class CTActor extends CTObjectFollower
2{
3 protected int m_Index;
4
5 protected Widget m_Root;
7
8 protected string m_HandsItem;
10
12
13 void CTActor(int index, vector pos, vector orient, string type, array<string> items, string hands_item, CameraToolsMenu parent)
14 {
15 m_FollowerRoot = GetGame().GetWorkspace().CreateWidgets("gui/layouts/camera_tools/event_tracker.layout", null);
16 m_FollowerButton = m_FollowerRoot.FindAnyWidget("IconPanel");
17 m_IndexWidget = TextWidget.Cast(m_FollowerRoot.FindAnyWidget("Text"));
18 m_Index = index;
19 m_Position = pos;
21 m_Menu = parent;
22
23 m_IndexWidget.SetText(m_Index.ToString());
24 m_FollowerRoot.SetHandler(this);
25 CreateFollowedObject(type);
28 }
29
30 void ~CTActor()
31 {
32 delete m_FollowerRoot;
33 }
34
35 string GetActorType()
36 {
37 if (m_FollowedObject)
38 return m_FollowedObject.GetType();
39 return "";
40 }
41
42 void AddItem(string item)
43 {
44 PlayerBase p = PlayerBase.Cast(m_FollowedObject);
45 if (p.GetInventory().CreateAttachment(item))
46 m_Items.Insert(item);
47 }
48
50 {
51 m_Items = items;
52 PlayerBase p = PlayerBase.Cast(m_FollowedObject);
53 if (p)
54 {
55 foreach (string item : items)
56 p.GetInventory().CreateAttachment(item);
57 }
58 }
59
61 {
62 return m_Items;
63 }
64
65 void SetHandsItem(string item)
66 {
67 m_HandsItem = item;
68 if (m_HandsItemObj && m_FollowedObject)
69 {
70 HumanInventory.Cast(m_FollowedObject.GetInventory()).LocalDestroyEntity(m_HandsItemObj);
71 GetGame().ObjectDelete(m_HandsItemObj);
72 }
73 if (item)
74 HumanInventory.Cast(m_FollowedObject.GetInventory()).CreateInHands(item);
75 }
76
77 string GetHandsItem()
78 {
79 return m_HandsItem;
80 }
81
82 void Reset()
83 {
84 string type = m_FollowedObject.GetType();
85 DestroyFollowedObject();
86 CreateFollowedObject(type);
87
88 SetHandsItem(m_HandsItem);
90 }
91}
vector m_Orientation
vector m_Position
Cached world position.
Definition Effect.c:41
ServerBrowserMenuNew m_Menu
void ~CTActor()
Definition CTActor.c:30
void SetHandsItem(string item)
Definition CTActor.c:65
void AddItem(string item)
Definition CTActor.c:42
EntityAI m_HandsItemObj
Definition CTActor.c:11
array< string > GetItems()
Definition CTActor.c:60
string m_HandsItem
Definition CTActor.c:8
string GetHandsItem()
Definition CTActor.c:77
TextWidget m_IndexWidget
Definition CTActor.c:6
string GetActorType()
Definition CTActor.c:35
Widget m_Root
Definition CTActor.c:5
ref array< string > m_Items
Definition CTActor.c:9
void CTActor(int index, vector pos, vector orient, string type, array< string > items, string hands_item, CameraToolsMenu parent)
Definition CTActor.c:13
void SetItems(array< string > items)
Definition CTActor.c:49
inventory for plain man/human
proto native EntityAI CreateInHands(string typeName)
creates new entity in hands
override bool LocalDestroyEntity(notnull EntityAI item)
proto native CGame GetGame()