DayZ Scripts
v1.21.156300 ยท Jun 20, 2023
 
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ActionDebug.c
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1class ActionDebugReciveData : ActionReciveData
2{
5}
6
7class ActionDebugData : ActionData
8{
10}
11
13{
14 override bool HasTarget()
15 {
16 return false;
17 }
18
20 {
23 }
24
26 {
27 ActionDebugData action_data = new ActionDebugData;
28 return action_data;
29 }
30
31 override bool SetupAction(PlayerBase player, ActionTarget target, ItemBase item, out ActionData action_data, Param extra_data = NULL)
32 {
33 ActionDebugData action_data_d;
34 Class.CastTo( action_data_d, CreateActionData());
35 action_data_d.m_Action = this;
36 action_data_d.m_Player = player;
37
38 if (!GetGame().IsDedicatedServer() )
39 {
40 ref Param2<ItemBase,int> ndata = Param2<ItemBase,int>.Cast( extra_data );
41 action_data_d.m_MainItem = ndata.param1;
42 action_data_d.m_DebugActionID = ndata.param2;
43 }
44
45 ActionReciveData action_recive_data = player.GetActionManager().GetReciveData();
46 if ( action_recive_data )
47 {
48 HandleReciveData(action_recive_data,action_data_d);
49 }
50 action_data = action_data_d;
51
52 return true;
53 }
54
55 override void WriteToContext (ParamsWriteContext ctx, ActionData action_data)
56 {
57 ActionDebugData action_data_d;
58 Class.CastTo( action_data_d, action_data );
59
60 ctx.Write(action_data_d.m_MainItem);
61 ctx.Write(action_data_d.m_DebugActionID);
62 }
63
64 override bool ReadFromContext(ParamsReadContext ctx, out ActionReciveData action_recive_data )
65 {
66 if(!action_recive_data)
67 {
68 action_recive_data = new ActionDebugReciveData;
69 }
70
71 ActionDebugReciveData action_recive_data_d = ActionDebugReciveData.Cast(action_recive_data);
72
73 ItemBase item;
74 int debugActionID;
75
76 if(!ctx.Read(item))
77 return false;
78 if(!ctx.Read(debugActionID))
79 return false;
80
81 action_recive_data_d.m_Item = item;
82 action_recive_data_d.m_DebugActionID = debugActionID;
83 return true;
84 }
85
86 override void HandleReciveData(ActionReciveData action_recive_data, ActionData action_data)
87 {
88 ActionDebugReciveData action_recive_data_d = ActionDebugReciveData.Cast(action_recive_data);
89 ActionDebugData action_data_d = ActionDebugData.Cast(action_data);
90
91 action_data_d.m_MainItem = action_recive_data_d.m_Item;
92 action_data_d.m_DebugActionID = action_recive_data_d.m_DebugActionID;
93 }
94
95 override void Start(ActionData action_data)
96 {
97 ActionDebugData action_data_d;
98 Class.CastTo( action_data_d, action_data );
99
100 action_data_d.m_MainItem.OnAction(action_data_d.m_DebugActionID,action_data_d.m_Player,NULL);
101 }
102
103 override bool UseAcknowledgment()
104 {
105 return false;
106 }
107
108};
ref CCIBase m_ConditionItem
Definition ActionBase.c:55
ref CCTBase m_ConditionTarget
Definition ActionBase.c:56
ActionDebugReciveData m_DebugActionID
class ActionTargets ActionTarget
override void Start(ActionData action_data)
Definition ActionDebug.c:95
override ActionData CreateActionData()
Definition ActionDebug.c:25
override void CreateConditionComponents()
Definition ActionDebug.c:19
override bool ReadFromContext(ParamsReadContext ctx, out ActionReciveData action_recive_data)
Definition ActionDebug.c:64
override bool HasTarget()
Definition ActionDebug.c:14
override bool SetupAction(PlayerBase player, ActionTarget target, ItemBase item, out ActionData action_data, Param extra_data=NULL)
Definition ActionDebug.c:31
override void WriteToContext(ParamsWriteContext ctx, ActionData action_data)
Definition ActionDebug.c:55
override bool UseAcknowledgment()
override void HandleReciveData(ActionReciveData action_recive_data, ActionData action_data)
Definition ActionDebug.c:86
Super root of all classes in Enforce script.
Definition EnScript.c:11
Base Param Class with no parameters. Used as general purpose parameter overloaded with Param1 to Para...
Definition param.c:12
Serialization general interface. Serializer API works with:
Definition Serializer.c:56
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.