DayZ Scripts
v1.21.156300 ยท Jun 20, 2023
 
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ActionSortAmmoPile.c
Go to the documentation of this file.
2{
3 override void CreateActionComponent()
4 {
6 }
7};
8
10{
12 {
15 m_Text = "#sort_ammunition";
16 }
17
19 {
22 }
23
24 override bool ActionCondition( PlayerBase player, ActionTarget target, ItemBase item )
25 {
26 return false;
27 }
28
29 override void OnEndAnimationLoopServer( ActionData action_data )
30 {
31 SortAmmo(action_data.m_MainItem);
32 }
33
34 void SortAmmo(ItemBase item)
35 {
36 Magazine magazine;
37 Magazine piles[5];
38 //string pile_classname = magazine.ConfigGetString("spawnPileType");
39 if( Class.CastTo(magazine, item) )
40 {
41 float health;
42 string ammo_type;
43 while( magazine.GetAmmoCount() > 0)
44 {
45 int count = magazine.GetAmmoCount();
46 if(magazine.ServerAcquireCartridge(health, ammo_type))
47 {
48 int health_label = MiscGameplayFunctions.GetHealthLevelForAmmo(ammo_type,health);
49 if( piles[health_label] == null )
50 {
51 piles[health_label] = Magazine.Cast( GetGame().CreateObjectEx( item.ClassName(), item.GetPosition(), ECE_PLACE_ON_SURFACE ) );
52 }
53 piles[health_label].ServerStoreCartridge(health,ammo_type);
54 }
55 }
56 }
57 }
58};
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
class ActionTargets ActionTarget
const int ECE_PLACE_ON_SURFACE
protected ActionData m_ActionData
ItemBase m_MainItem
Definition ActionBase.c:28
ref CABase m_ActionComponent
Definition ActionBase.c:30
override void CreateActionComponent()
void SortAmmo(ItemBase item)
override void CreateConditionComponents()
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
override void OnEndAnimationLoopServer(ActionData action_data)
Super root of all classes in Enforce script.
Definition EnScript.c:11
const float DEFAULT_SORT
proto native CGame GetGame()
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.