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

void ActionHandsPartSwitch ()
 
override void CreateConditionComponents ()
 
override bool IsInstant ()
 
override GetInputType ()
 
override bool RemoveForceTargetAfterUse ()
 
override bool UseAcknowledgment ()
 
override bool ActionCondition (PlayerBase player, ActionTarget target, ItemBase item)
 
override void OnStartClient (ActionData action_data)
 
override void OnStartServer (ActionData action_data)
 
void SetNextIndex (ActionData action_data)
 

Detailed Description

Definition at line 2 of file ActionHandsPartSwitch.c.

Constructor & Destructor Documentation

◆ ActionHandsPartSwitch()

void ActionHandsPartSwitch::ActionHandsPartSwitch ( )
inlineprivate

Definition at line 4 of file ActionHandsPartSwitch.c.

5 {
6 }

Member Function Documentation

◆ ActionCondition()

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

Definition at line 35 of file ActionHandsPartSwitch.c.

36 {
37 return false;
38 }

◆ CreateConditionComponents()

override void ActionHandsPartSwitch::CreateConditionComponents ( )
inlineprivate

Definition at line 8 of file ActionHandsPartSwitch.c.

9 {
10 m_ConditionItem = new CCINone; //'CCINotPresent' to perfom with empty hands only
12 m_Text = "#switch_to_the_next_part";
13 }
string m_Text
Definition ActionBase.c:49
ref CCIBase m_ConditionItem
Definition ActionBase.c:55
ref CCTBase m_ConditionTarget
Definition ActionBase.c:56

References m_ConditionItem, m_ConditionTarget, and m_Text.

◆ GetInputType()

override ActionHandsPartSwitch::GetInputType ( )
inlineprivate

Definition at line 20 of file ActionHandsPartSwitch.c.

◆ IsInstant()

override bool ActionHandsPartSwitch::IsInstant ( )
inlineprivate

Definition at line 15 of file ActionHandsPartSwitch.c.

16 {
17 return true;
18 }

◆ OnStartClient()

override void ActionHandsPartSwitch::OnStartClient ( ActionData action_data)
inlineprivate

Definition at line 41 of file ActionHandsPartSwitch.c.

42 {
43 super.OnStartClient(action_data);
44
46 }
void SetNextIndex(ActionData action_data)

References SetNextIndex().

◆ OnStartServer()

override void ActionHandsPartSwitch::OnStartServer ( ActionData action_data)
inlineprivate

Definition at line 48 of file ActionHandsPartSwitch.c.

49 {
50 super.OnStartServer(action_data);
51
52 if (!GetGame().IsMultiplayer())
54 }
proto native CGame GetGame()

References GetGame(), and SetNextIndex().

◆ RemoveForceTargetAfterUse()

override bool ActionHandsPartSwitch::RemoveForceTargetAfterUse ( )
inlineprivate

Definition at line 25 of file ActionHandsPartSwitch.c.

26 {
27 return false;
28 }

◆ SetNextIndex()

void ActionHandsPartSwitch::SetNextIndex ( ActionData action_data)
inlineprivate

Definition at line 56 of file ActionHandsPartSwitch.c.

57 {
58 ConstructionActionData construction_action_data = action_data.m_Player.GetConstructionActionData();
59 construction_action_data.SetNextIndex();
60 }

Referenced by OnStartClient(), and OnStartServer().

◆ UseAcknowledgment()

override bool ActionHandsPartSwitch::UseAcknowledgment ( )
inlineprivate

Definition at line 30 of file ActionHandsPartSwitch.c.

31 {
32 return true;
33 }

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