14 m_Text =
"#build_shelter_leather";
42 ret =
"#build_shelter_leather";
46 ret =
"#build_shelter_fabric";
50 ret =
"#build_shelter_stick";
69 m_Text =
"#build_shelter_leather";
73 m_Text =
"#build_shelter_fabric";
77 m_Text =
"#build_shelter_stick";
114 if (
target.GetObject() && !
target.GetObject().CanUseConstructionBuild())
116 if (
player.IsPlacingLocal() ||
player.IsPlacingServer())
119 if ((!
GetGame().IsDedicatedServer()))
133 if (!
GetGame().IsDedicatedServer())
288 sound.SetAutodestroy(
true);
314 sound.SetAutodestroy(
true);
319 return "Base_building";
ref CCIBase m_ConditionItem
ref CCTBase m_ConditionTarget
void CollisionCheckData()
void Construction(BaseBuildingBase parent)
void DetermineConstructionSounds(ActionData action_data)
override bool UseMainItem()
void StopActionLoopSound()
void DestroyActionLoopSound()
void PlayActionLoopSound(ActionData action_data)
override string GetSoundCategory(ActionData action_data)
override void WriteToContext(ParamsWriteContext ctx, ActionData action_data)
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
string m_SoundsetBuildLoop
override void OnEndClient(ActionData action_data)
override void OnActionInfoUpdate(PlayerBase player, ActionTarget target, ItemBase item)
void ~ActionBuildShelter()
override bool ActionConditionContinue(ActionData action_data)
string m_SoundsetBuildFinish
override void OnStartAnimationLoopClient(ActionData action_data)
override void OnEnd(ActionData action_data)
override bool HasAlternativeInterrupt()
override bool SetupAction(PlayerBase player, ActionTarget target, ItemBase item, out ActionData action_data, Param extra_data=NULL)
override void OnStart(ActionData action_data)
override void OnStartClient(ActionData action_data)
override bool CanBeUsedLeaning()
void ActionBuildShelter()
override void OnFinishProgressServer(ActionData action_data)
override bool ReadFromContext(ParamsReadContext ctx, out ActionReciveData action_recive_data)
void PlayActionStartSound(ActionData action_data)
override void HandleReciveData(ActionReciveData action_recive_data, ActionData action_data)
override void OnFinishProgressClient(ActionData action_data)
override void CreateConditionComponents()
override string GetText()
EffectSound m_BuildLoopSound
void PlayActionFinishSound(ActionData action_data)
override ActionData CreateActionData()
override bool HasProgress()
string m_SoundsetBuildStart
Wrapper class for managing sound through SEffectManager.
void SetSoundFadeOut(float fade_out)
Set the sound fade out duration.
bool IsSoundPlaying()
Get whether EffectSound is currently playing.
void SoundStop()
Stops sound.
Base Param Class with no parameters. Used as general purpose parameter overloaded with Param1 to Para...
Manager class for managing Effect (EffectParticle, EffectSound)
static EffectSound PlaySound(string sound_set, vector position, float play_fade_in=0, float stop_fade_out=0, bool loop=false)
Create and play an EffectSound.
static void DestroyEffect(Effect effect)
Unregisters, stops and frees the Effect.
Serialization general interface. Serializer API works with:
DayZPlayerConstants
defined in C++
proto native CGame GetGame()