DayZ 1.24
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ActionExitLadder.c
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2{
4 {
5 m_Text = "#exit_ladder";
6 }
7
9 {
12 }
13
14 override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
15 {
16 HumanCommandLadder cl = player.GetCommand_Ladder();
17 if (cl && cl.CanExit())
18 return true;
19
20 //if ( action_data.m_Player.IsOnLadder() ) return true;
21 return false;
22 }
23
26 {
27 super.Start(action_data);
28 HumanCommandLadder cl = action_data.m_Player.GetCommand_Ladder();
29 if (cl)
30 cl.Exit();
31 }
32
33
34 /*override void OnCompleteServer( ActionData action_data )
35 {
36 }*/
37 override bool IsInstant()
38 {
39 return true;
40 }
41
42 override bool UseAcknowledgment()
43 {
44 return false;
45 }
46
47 override bool CanBeUsedOnLadder()
48 {
49 return true;
50 }
51};
string m_Text
Definition ActionBase.c:49
ref CCIBase m_ConditionItem
Definition ActionBase.c:55
ref CCTBase m_ConditionTarget
Definition ActionBase.c:56
override bool IsInstant()
override void CreateConditionComponents()
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
override void Start(ActionData action_data)
override bool UseAcknowledgment()
override bool CanBeUsedOnLadder()