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

void CarHornShortActionInput (PlayerBase player)
 
override void UpdatePossibleActions (PlayerBase player, ActionTarget target, ItemBase item, int action_condition_mask)
 
override ActionBase GetAction ()
 

Private Attributes

ref ActionTarget targetNew
 

Detailed Description

Definition at line 638 of file ActionInput.c.

Constructor & Destructor Documentation

◆ CarHornShortActionInput()

void CarHornShortActionInput::CarHornShortActionInput ( PlayerBase player)
inlineprivate

Definition at line 642 of file ActionInput.c.

643 {
644 SetInput("UACarHorn");
645 m_InputType = ActionInputType.AIT_SINGLE;
646 m_Priority = 100;
647 m_DetectFromItem = false;
648 m_DetectFromTarget = false;
649 m_DetectFromPlayer = false;
650 }
void SetInput(ActionInput ai)
Definition ActionBase.c:186
ActionInputType
Definition ActionInput.c:2
int m_Priority

References m_Priority, and SetInput().

Member Function Documentation

◆ GetAction()

override ActionBase CarHornShortActionInput::GetAction ( )
inlineprivate

Definition at line 704 of file ActionInput.c.

705 {
706 return m_SelectAction;
707 }
NoIndicationActionInputBase m_SelectAction

References m_SelectAction.

◆ UpdatePossibleActions()

override void CarHornShortActionInput::UpdatePossibleActions ( PlayerBase player,
ActionTarget target,
ItemBase item,
int action_condition_mask )
inlineprivate

Definition at line 652 of file ActionInput.c.

653 {
654 if (ForceActionCheck(player))
655 {
656 m_SelectAction = m_ForcedActionData.m_Action;
657 return;
658 }
659
662 ActionBase action;
663 int i;
664
666 if (player && player.IsInVehicle())
667 {
668 HumanCommandVehicle vehCommand = player.GetCommand_Vehicle();
669 if (vehCommand)
670 {
671 Transport trans = vehCommand.GetTransport();
672 if (trans)
673 {
674 targetNew = new ActionTarget(trans, null, -1, vector.Zero, -1);
675 ForceActionTarget(targetNew);
676 }
677 }
678
679 if (!targetNew)
680 ClearForcedTarget();
681 }
682
683 target = m_ForcedTarget;
684 m_Target = m_ForcedTarget;
685
686 if (target && target.GetObject())
687 {
688 target.GetObject().GetActions(this.Type(), possibleActions);
689 if (possibleActions)
690 {
691 for (i = 0; i < possibleActions.Count(); i++)
692 {
693 action = ActionBase.Cast(possibleActions.Get(i));
695 {
697 return;
698 }
699 }
700 }
701 }
702 }
enum ActionConditionMask m_MainItem
ref ActionTarget m_Target
Definition ActionInput.c:15
class ActionTargets ActionTarget
string Type
ref ActionTarget targetNew
Base native class for all motorized wheeled vehicles.
Definition Car.c:75
static const vector Zero
Definition EnConvert.c:110

References ActionTarget, m_MainItem, m_SelectAction, m_Target, targetNew, Type, and vector::Zero.

Member Data Documentation

◆ targetNew

ref ActionTarget CarHornShortActionInput::targetNew
private

Definition at line 640 of file ActionInput.c.

Referenced by UpdatePossibleActions().


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