27 ActionDebugData action_data =
new ActionDebugData;
33 ActionDebugData action_data_d;
35 action_data_d.m_Action =
this;
36 action_data_d.m_Player = player;
38 if (!
GetGame().IsDedicatedServer() )
41 action_data_d.m_MainItem = ndata.param1;
42 action_data_d.m_DebugActionID = ndata.param2;
45 ActionReciveData action_recive_data = player.GetActionManager().GetReciveData();
46 if ( action_recive_data )
50 action_data = action_data_d;
57 ActionDebugData action_data_d;
60 ctx.
Write(action_data_d.m_MainItem);
61 ctx.
Write(action_data_d.m_DebugActionID);
66 if(!action_recive_data)
78 if(!ctx.
Read(debugActionID))
81 action_recive_data_d.
m_Item = item;
89 ActionDebugData action_data_d = ActionDebugData.Cast(action_data);
91 action_data_d.m_MainItem = action_recive_data_d.
m_Item;
97 ActionDebugData action_data_d;
100 action_data_d.m_MainItem.OnAction(action_data_d.m_DebugActionID,action_data_d.m_Player,NULL);
ref CCIBase m_ConditionItem
ref CCTBase m_ConditionTarget
ActionDebugReciveData m_DebugActionID
class ActionTargets ActionTarget
override void Start(ActionData action_data)
override ActionData CreateActionData()
override void CreateConditionComponents()
override bool ReadFromContext(ParamsReadContext ctx, out ActionReciveData action_recive_data)
override bool HasTarget()
override bool SetupAction(PlayerBase player, ActionTarget target, ItemBase item, out ActionData action_data, Param extra_data=NULL)
override void WriteToContext(ParamsWriteContext ctx, ActionData action_data)
override bool UseAcknowledgment()
override void HandleReciveData(ActionReciveData action_recive_data, ActionData action_data)
Super root of all classes in Enforce script.
Base Param Class with no parameters. Used as general purpose parameter overloaded with Param1 to Para...
Serialization general interface. Serializer API works with:
proto bool Write(void value_out)
proto bool Read(void value_in)
proto native CGame GetGame()
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.