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

void FirearmActionLoadMultiBullet ()
 
override int GetActionCategory ()
 
override bool ActionCondition (PlayerBase player, ActionTarget target, ItemBase item)
 
override void Start (ActionData action_data)
 
override bool CanBePerformedFromInventory ()
 
override bool CanBeSetFromInventory ()
 
override void OnEndInput (ActionData action_data)
 
override bool CanBePerformedFromQuickbar ()
 
override bool HasProgress ()
 
override GetInputType ()
 

Detailed Description

Definition at line 1 of file FirearmActionLoadMultiBullet.c.

Constructor & Destructor Documentation

◆ FirearmActionLoadMultiBullet()

void FirearmActionLoadMultiBullet::FirearmActionLoadMultiBullet ( )
inlineprivate

Definition at line 6 of file FirearmActionLoadMultiBullet.c.

7 {
8 m_Text = "#load_bullets";
9 }
string m_Text
Definition ActionBase.c:49

References m_Text.

Member Function Documentation

◆ ActionCondition()

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

Definition at line 26 of file FirearmActionLoadMultiBullet.c.

27 {
28 if (!super.ActionCondition(player, target, item))
29 return false;
30
32 Magazine mag = Magazine.Cast(target.GetObject());
33 return mag && player.GetWeaponManager().CanLoadBullet(wpn, mag);
34 }

◆ CanBePerformedFromInventory()

override bool FirearmActionLoadMultiBullet::CanBePerformedFromInventory ( )
inlineprivate

Definition at line 45 of file FirearmActionLoadMultiBullet.c.

46 {
47 return false;
48 }

◆ CanBePerformedFromQuickbar()

override bool FirearmActionLoadMultiBullet::CanBePerformedFromQuickbar ( )
inlineprivate

Definition at line 60 of file FirearmActionLoadMultiBullet.c.

61 {
62 return true;
63 }

◆ CanBeSetFromInventory()

override bool FirearmActionLoadMultiBullet::CanBeSetFromInventory ( )
inlineprivate

Definition at line 50 of file FirearmActionLoadMultiBullet.c.

51 {
52 return false;
53 }

◆ GetActionCategory()

override int FirearmActionLoadMultiBullet::GetActionCategory ( )
inlineprivate

Definition at line 11 of file FirearmActionLoadMultiBullet.c.

12 {
13 return AC_CONTINUOUS;
14 }
const int AC_CONTINUOUS
Definition _constants.c:3

References AC_CONTINUOUS.

◆ GetInputType()

override FirearmActionLoadMultiBullet::GetInputType ( )
inlineprivate

Definition at line 87 of file FirearmActionLoadMultiBullet.c.

88 {
90 }
void ContinuousDefaultActionInput(PlayerBase player)

References ContinuousDefaultActionInput().

◆ HasProgress()

override bool FirearmActionLoadMultiBullet::HasProgress ( )
inlineprivate

Definition at line 65 of file FirearmActionLoadMultiBullet.c.

66 {
67 return false;
68 }

◆ OnEndInput()

override void FirearmActionLoadMultiBullet::OnEndInput ( ActionData action_data)
inlineprivate

Definition at line 55 of file FirearmActionLoadMultiBullet.c.

56 {
57 action_data.m_Player.GetWeaponManager().LoadMultiBulletStop();
58 }

◆ Start()

override void FirearmActionLoadMultiBullet::Start ( ActionData action_data)
inlineprivate

Definition at line 36 of file FirearmActionLoadMultiBullet.c.

37 {
38 super.Start(action_data);
39 Magazine mag = Magazine.Cast(action_data.m_Target.GetObject());
40
41 action_data.m_Player.GetWeaponManager().LoadMultiBullet(mag, this);
42
43 }

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