DayZ Scripts
v1.21.156300 ยท Jun 20, 2023
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ActionPlaceObject.c
Go to the documentation of this file.
1
class
ActionPlaceObjectCB
: ActiondeployObjectCB
2
{
3
override
void
CreateActionComponent
()
4
{
5
m_ActionData.m_ActionComponent =
new
CAContinuousTime
(
UATimeSpent
.
DEFAULT_PLACE
);
6
}
7
};
8
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class
ActionPlaceObject
:
ActionDeployObject
10
{
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void
ActionPlaceObject
()
12
{
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m_CallbackClass =
ActionPlaceObjectCB
;
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m_Text
=
"#place_object"
;
15
}
16
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override
bool
HasProgress
()
18
{
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return
false
;
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}
21
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override
void
MoveEntityToFinalPositionSinglePlayer
(
ActionData
action_data,
InventoryLocation
source,
InventoryLocation
destination)
23
{
24
action_data.
m_Player
.GetDayZPlayerInventory().RedirectToHandEvent(
InventoryMode
.LOCAL, source, destination);
25
}
26
};
InventoryMode
InventoryMode
Definition
Inventory.c:20
m_Text
protected string m_Text
Definition
ActionBase.c:49
ActionDeployObject
PlaceObjectActionReciveData ActionReciveData ActionDeployObject()
Definition
ActionDeployObject.c:9
ActionData
Definition
ActionBase.c:21
ActionData::m_Player
PlayerBase m_Player
Definition
ActionBase.c:33
ActionPlaceObjectCB
Definition
ActionPlaceObject.c:2
ActionPlaceObjectCB::CreateActionComponent
override void CreateActionComponent()
Definition
ActionPlaceObject.c:3
ActionPlaceObject
Definition
ActionPlaceObject.c:10
ActionPlaceObject::MoveEntityToFinalPositionSinglePlayer
override void MoveEntityToFinalPositionSinglePlayer(ActionData action_data, InventoryLocation source, InventoryLocation destination)
Definition
ActionPlaceObject.c:22
ActionPlaceObject::HasProgress
override bool HasProgress()
Definition
ActionPlaceObject.c:17
ActionPlaceObject::ActionPlaceObject
void ActionPlaceObject()
Definition
ActionPlaceObject.c:11
CAContinuousTime
Definition
CAContinuousTime.c:2
InventoryLocation
InventoryLocation.
Definition
InventoryLocation.c:28
UATimeSpent
Definition
ActionConstants.c:27
UATimeSpent::DEFAULT_PLACE
const float DEFAULT_PLACE
Definition
ActionConstants.c:36