DayZ 1.24
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ActionHandsPartSwitch.c
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1// deprecated
3{
5 {
6 }
7
9 {
10 m_ConditionItem = new CCINone; //'CCINotPresent' to perfom with empty hands only
12 m_Text = "#switch_to_the_next_part";
13 }
14
15 override bool IsInstant()
16 {
17 return true;
18 }
19
20 override typename GetInputType()
21 {
23 }
24
26 {
27 return false;
28 }
29
30 override bool UseAcknowledgment()
31 {
32 return true;
33 }
34
35 override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
36 {
37 return false;
38 }
39
40 //-------------------------------------------------
42 {
43 super.OnStartClient(action_data);
44
46 }
47
49 {
50 super.OnStartServer(action_data);
51
52 if (!GetGame().IsMultiplayer())
54 }
55
57 {
58 ConstructionActionData construction_action_data = action_data.m_Player.GetConstructionActionData();
59 construction_action_data.SetNextIndex();
60 }
61}
string m_Text
Definition ActionBase.c:49
ref CCIBase m_ConditionItem
Definition ActionBase.c:55
ref CCTBase m_ConditionTarget
Definition ActionBase.c:56
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
override void OnStartServer(ActionData action_data)
override bool RemoveForceTargetAfterUse()
override void OnStartClient(ActionData action_data)
void SetNextIndex(ActionData action_data)
override void CreateConditionComponents()
override bool UseAcknowledgment()
proto native CGame GetGame()