DayZ Scripts
v1.21.156300 ยท Jun 20, 2023
 
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ActionStripCarrierVest.c
Go to the documentation of this file.
2{
3 override void CreateActionComponent()
4 {
6 }
7};
8
10{
12 {
14 m_CommandUID = DayZPlayerConstants.CMD_ACTIONFB_CRAFTING;
15 m_FullBody = true;
16 m_StanceMask = DayZPlayerConstants.STANCEMASK_CROUCH;
18 m_Text = "#strip_vest";
19 }
20
22 {
25 }
26
27 override bool ActionCondition( PlayerBase player, ActionTarget target, ItemBase item )
28 {
29 if ( item.GetNumberOfItems() > 0 )
30 {
31 return false;
32 }
33 return true;
34 }
35
36 override bool HasTarget()
37 {
38 return false;
39 }
40
41 override void OnFinishProgressServer( ActionData action_data )
42 {
43 if ( action_data.m_MainItem && action_data.m_MainItem.GetHierarchyRootPlayer() == action_data.m_Player )
44 {
45 TStringArray results;
46 Class.CastTo(results, new TStringArray);
47 string itemName = action_data.m_MainItem.GetType();
48 EntityAI object;
49 results.Insert("PlateCarrierBlank");
50
51 switch (itemName)
52 {
53 case "PlateCarrierHolster":
54 results.Insert("CarrierHolsterSolo");
55 break
56
57 case "PlateCarrierPouches":
58 results.Insert("CarrierPouches");
59 break
60
61 case "PlateCarrierComplete":
62 results.Insert("CarrierPouches");
63 results.Insert("CarrierHolsterSolo");
64 break
65 }
66
67 for ( int i = 0; i < results.Count(); i++ )
68 {
69 object = EntityAI.Cast( GetGame().CreateObjectEx(results.Get(i), action_data.m_Player.GetPosition(), ECE_PLACE_ON_SURFACE) );
70 object.SetHealth("","",action_data.m_MainItem.GetHealth("",""));
71 }
72 action_data.m_MainItem.Delete();
73 action_data.m_MainItem = NULL;
74 }
75 }
76};
protected float m_SpecialtyWeight
Definition ActionBase.c:68
ref CCIBase m_ConditionItem
Definition ActionBase.c:55
ref CCTBase m_ConditionTarget
Definition ActionBase.c:56
protected string m_Text
Definition ActionBase.c:49
protected bool m_FullBody
Definition ActionBase.c:52
protected int m_StanceMask
Definition ActionBase.c:53
class ActionTargets ActionTarget
const int ECE_PLACE_ON_SURFACE
protected ActionData m_ActionData
ItemBase m_MainItem
Definition ActionBase.c:28
PlayerBase m_Player
Definition ActionBase.c:33
ref CABase m_ActionComponent
Definition ActionBase.c:30
override void OnFinishProgressServer(ActionData action_data)
override void CreateConditionComponents()
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
Super root of all classes in Enforce script.
Definition EnScript.c:11
const float DEFAULT
DayZPlayerConstants
defined in C++
Definition dayzplayer.c:602
proto native CGame GetGame()
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.