DayZ 1.24
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ActionLowerFlag Class Reference
Inheritance diagram for ActionLowerFlag:
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Collaboration diagram for ActionLowerFlag:
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Private Member Functions

void ActionLowerFlag ()
 
override void CreateConditionComponents ()
 
override GetInputType ()
 
override bool HasTarget ()
 
override bool HasProgress ()
 
override bool ActionCondition (PlayerBase player, ActionTarget target, ItemBase item)
 
override void OnFinishProgressServer (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 2 of file ActionLowerFlag.c.

Constructor & Destructor Documentation

◆ ActionLowerFlag()

void ActionLowerFlag::ActionLowerFlag ( )
inlineprivate

Definition at line 4 of file ActionLowerFlag.c.

5 {
7 m_CommandUID = DayZPlayerConstants.CMD_ACTIONFB_LOWER_FLAG;
8 m_FullBody = true;
9 m_StanceMask = DayZPlayerConstants.STANCEMASK_ERECT;
10 m_Text = "#lower_flag";
11 }
bool m_FullBody
Definition ActionBase.c:52
string m_Text
Definition ActionBase.c:49
int m_StanceMask
Definition ActionBase.c:53
DayZPlayerConstants
defined in C++
Definition dayzplayer.c:597

References AnimatedActionBase::m_CallbackClass, AnimatedActionBase::m_CommandUID, m_FullBody, m_StanceMask, and m_Text.

Member Function Documentation

◆ ActionCondition()

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

Definition at line 34 of file ActionLowerFlag.c.

35 {
36 TerritoryFlag totem = TerritoryFlag.Cast(target.GetObject());
37 if (!totem)
38 return false;
39
40 float state = totem.GetAnimationPhase("flag_mast");
41 if (totem.FindAttachmentBySlotName("Material_FPole_Flag") && state < 1)
42 return true;
43 return false;
44 }

◆ CreateConditionComponents()

override void ActionLowerFlag::CreateConditionComponents ( )
inlineprivate

Definition at line 13 of file ActionLowerFlag.c.

14 {
17 }
ref CCIBase m_ConditionItem
Definition ActionBase.c:55
ref CCTBase m_ConditionTarget
Definition ActionBase.c:56

References m_ConditionItem, and m_ConditionTarget.

◆ GetInputType()

override ActionLowerFlag::GetInputType ( )
inlineprivate

Definition at line 19 of file ActionLowerFlag.c.

◆ HasProgress()

override bool ActionLowerFlag::HasProgress ( )
inlineprivate

Definition at line 29 of file ActionLowerFlag.c.

30 {
31 return true;
32 }

◆ HasTarget()

override bool ActionLowerFlag::HasTarget ( )
inlineprivate

Definition at line 24 of file ActionLowerFlag.c.

25 {
26 return true;
27 }

◆ OnFinishProgressServer()

override void ActionLowerFlag::OnFinishProgressServer ( ActionData action_data)
inlineprivate

Definition at line 46 of file ActionLowerFlag.c.

47 {
48 TerritoryFlag totem = TerritoryFlag.Cast(action_data.m_Target.GetObject());
49 if (totem)
50 {
51 totem.AnimateFlagEx(totem.GetAnimationPhase("flag_mast") + UAMisc.FLAG_STEP_INCREMENT, action_data.m_Player);
52 totem.AddRefresherTime01(-UAMisc.FLAG_STEP_INCREMENT);
53 }
54 }

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