DayZ 1.24
Loading...
Searching...
No Matches
ActionDeployHuntingTrap Class Reference
Inheritance diagram for ActionDeployHuntingTrap:
[legend]
Collaboration diagram for ActionDeployHuntingTrap:
[legend]

Private Member Functions

void ActionDeployHuntingTrap ()
 
override bool ActionCondition (PlayerBase player, ActionTarget target, ItemBase item)
 
override void CreateConditionComponents ()
 
override bool ActionConditionContinue (ActionData action_data)
 
override void MoveEntityToFinalPosition (ActionData action_data, vector position, vector orientation)
 
- Private Member Functions inherited from ActionDeployBase
void ActionDeployBase ()
 
override void CreateConditionComponents ()
 
override bool HasTarget ()
 
override bool HasProgress ()
 
override ActionData CreateActionData ()
 
override void OnFinishProgressServer (ActionData action_data)
 
void DropDuringPlacing (PlayerBase player)
 
void MoveEntityToFinalPosition (ActionData action_data, vector position, vector orientation)
 
void MoveEntityToFinalPositionSinglePlayer (ActionData action_data, InventoryLocation source, InventoryLocation destination)
 

Additional Inherited Members

- Private Attributes inherited from ActionDeployBase
const float POSITION_OFFSET = 0.5
 

Detailed Description

Definition at line 1 of file ActionDeployHuntingTrap.c.

Constructor & Destructor Documentation

◆ ActionDeployHuntingTrap()

void ActionDeployHuntingTrap::ActionDeployHuntingTrap ( )
inlineprivate

Definition at line 3 of file ActionDeployHuntingTrap.c.

4 {
5 m_CommandUID = DayZPlayerConstants.CMD_ACTIONFB_CRAFTING;
6 m_StanceMask = DayZPlayerConstants.STANCEMASK_CROUCH;
7 m_Sound = "craft_universal_0";
8 }
int m_StanceMask
Definition ActionBase.c:53
EffectSound m_Sound
DayZPlayerConstants
defined in C++
Definition dayzplayer.c:597

References AnimatedActionBase::m_CommandUID, m_Sound, and m_StanceMask.

Member Function Documentation

◆ ActionCondition()

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

Definition at line 10 of file ActionDeployHuntingTrap.c.

11 {
12 // Client
13 if (!GetGame().IsDedicatedServer())
14 return item.CanBePlaced(player, player.GetPosition());
15
16 // Server
17 return true;
18 }
proto native CGame GetGame()

References GetGame().

◆ ActionConditionContinue()

override bool ActionDeployHuntingTrap::ActionConditionContinue ( ActionData action_data)
inlineprivate

Definition at line 26 of file ActionDeployHuntingTrap.c.

27 {
28 return GetGame().IsClient() || action_data.m_MainItem.CanBePlaced(action_data.m_Player, action_data.m_Player.GetPosition());
29 }

References GetGame().

◆ CreateConditionComponents()

override void ActionDeployHuntingTrap::CreateConditionComponents ( )
inlineprivate

Definition at line 20 of file ActionDeployHuntingTrap.c.

21 {
24 }
ref CCIBase m_ConditionItem
Definition ActionBase.c:55
ref CCTBase m_ConditionTarget
Definition ActionBase.c:56

References m_ConditionItem, and m_ConditionTarget.

◆ MoveEntityToFinalPosition()

override void ActionDeployHuntingTrap::MoveEntityToFinalPosition ( ActionData action_data,
vector position,
vector orientation )
inlineprivate

Definition at line 31 of file ActionDeployHuntingTrap.c.

32 {
33
34 }

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