DayZ Scripts
v1.21.156300 ยท Jun 20, 2023
 
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ActionDropItem.c
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2{
3 override void EndActionComponent()
4 {
5 SetCommand(DayZPlayerConstants.CMD_ACTIONINT_END);
7 }
8}
9
11{
12 string m_ItemName = "";
13
15 {
16 m_CommandUID = DayZPlayerConstants.CMD_ACTIONMOD_DROPITEM_HANDS;
17 m_CommandUIDProne = DayZPlayerConstants.CMD_ACTIONFB_DROPITEM_HANDS;
18 m_CallbackClass = ActionDropItemCB;
19 m_Text = "#drop_item";
20 }
21
23 {
26 }
27
28 override typename GetInputType()
29 {
30 return DropActionInput;
31 }
32
33 override bool HasProneException()
34 {
35 return true;
36 }
37
38 override bool CanBeUsedThrowing()
39 {
40 return true;
41 }
42
43 override bool HasTarget()
44 {
45 return false;
46 }
47
48 override bool ActionConditionContinue(ActionData action_data)
49 {
50 return true;
51 }
52
53 override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
54 {
55 HumanCommandMove hcm = player.GetCommand_Move();
56 if (hcm && hcm.IsChangingStance())
57 return false;
58
59 if (player.GetCommand_Vehicle())
60 return false;
61
62 return player && item;
63 }
64
65 override void OnExecuteServer(ActionData action_data)
66 {
67 if (!GetGame().IsMultiplayer())
68 PhysicalDropItem(action_data);
69 }
70
71 override void OnExecuteClient(ActionData action_data)
72 {
73 super.OnExecuteClient(action_data);
74
75 PhysicalDropItem(action_data);
76 }
77
78 void PhysicalDropItem( ActionData action_data )
79 {
80 action_data.m_Player.PhysicalPredictiveDropItem(action_data.m_Player.GetItemInHands());
81 }
82}
ref CCIBase m_ConditionItem
Definition ActionBase.c:55
ref CCTBase m_ConditionTarget
Definition ActionBase.c:56
bool CanBeUsedThrowing()
Definition ActionBase.c:336
protected string m_Text
Definition ActionBase.c:49
DetachActionData m_ItemName
void PhysicalDropItem(ActionData action_data)
void ActionDropItem()
class ActionTargets ActionTarget
void SetCommand(int command_uid)
protected ActionData m_ActionData
PlayerBase m_Player
Definition ActionBase.c:33
override void EndActionComponent()
override void CreateConditionComponents()
Definition ActionPin.c:8
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
Definition ActionPin.c:19
override bool HasTarget()
Definition ActionPin.c:14
protected void OnExecuteServer(ActionData action_data)
override bool ActionConditionContinue(ActionData action_data)
protected void OnExecuteClient(ActionData action_data)
override bool HasProneException()
proto native bool IsChangingStance()
returns true if character is changing stance
DayZPlayerConstants
defined in C++
Definition dayzplayer.c:602
proto native CGame GetGame()
const int UA_FINISHED
Definition constants.c:420