50 super.EndActionComponent();
120 fish.SetHealth(
"",
"Health", fish.GetMaxHealth(
"",
"Health") * 0.1);
128 if (fish.HasQuantity())
131 float item_quantity = fish.GetQuantityMax() * coef;
132 item_quantity =
Math.
Round(item_quantity);
133 fish.SetQuantity( item_quantity );
134 fish.InsertAgent(
eAgents.CHOLERA);
193 m_Text =
"#start_fishing";
218 bait =
ItemBase.Cast(rod.FindAttachmentBySlotName(
"Hook"));
220 if (bait && !bait.IsRuined())
234 if (super.SetupAction(player, target, item, action_data, extra_data))
236 vector cursorPosition = action_data.m_Target.GetCursorHitPos();
238 cursorPosition = player.GetPosition();
240 if (
GetGame().SurfaceIsSea(cursorPosition[0], cursorPosition[2]))
292 super.WriteToContext(ctx, action_data);
302 super.ReadFromContext(ctx, action_recive_data);
307 if (!ctx.
Read(cursor_position))
310 action_recive_data.m_Target.SetCursorHitPos(cursor_position);
317 if (action_data.
m_Player.IsQuickFishing())
322 float daytimeModifier = 1;
323 float hookModifier = 1;
327 if ((daytimeModifier > 18 && daytimeModifier < 22) || (daytimeModifier > 5 && daytimeModifier < 9))
333 daytimeModifier = 0.5;
protected float m_SpecialtyWeight
ref CCIBase m_ConditionItem
ref CCTBase m_ConditionTarget
protected bool m_FullBody
protected int m_StanceMask
void HandleFishingResultFailure()
void HandleFishingResultSuccess()
ref array< string > m_JunkTypes
FishingActionData m_ActionDataFishing
class ActionTargets ActionTarget
const int ECE_PLACE_ON_SURFACE
void SetCommand(int command_uid)
void CreateActionComponent()
override void EndActionComponent()
bool HasAlternativeInterrupt()
ref ActionTarget m_Target
override void OnFinishProgressServer(ActionData action_data)
int EvaluateFishingResult(ActionData action_data)
override void OnEndServer(ActionData action_data)
private const string ALLOWED_WATER_SURFACES
override void OnStartClient(ActionData action_data)
override ActionData CreateActionData()
override void CreateConditionComponents()
override bool SetupAction(PlayerBase player, ActionTarget target, ItemBase item, out ActionData action_data, Param extra_data=null)
override bool ReadFromContext(ParamsReadContext ctx, out ActionReciveData action_recive_data)
override bool HasAlternativeInterrupt()
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
override void OnFinishProgressClient(ActionData action_data)
override bool HasTarget()
override void WriteToContext(ParamsWriteContext ctx, ActionData action_data)
override void OnEndClient(ActionData action_data)
override void OnStartServer(ActionData action_data)
protected int m_CommandUID
protected m_CallbackClass
proto native float GetDayTime()
Returns current daytime on server.
const float FISHING_GARBAGE_CHANCE
float m_RodQualityModifier
const float FISHING_HOOK_LOSS
const float FISHING_BAIT_LOSS
const float FISHING_SUCCESS
const float FISHING_DAMAGE
void InitBait(ItemBase item)
float GetFishingEffectivityBonus()
void AnimateFishingRod(bool state)
override void OnStateChange(int pOldState, int pCurrentState)
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)
const float PRECISE_MEDIUM
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
DayZPlayerConstants
defined in C++
proto native CGame GetGame()
static proto int RandomInt(int min, int max)
Returns a random int number between and min [inclusive] and max [exclusive].
static proto float Round(float f)
Returns mathematical round of value.
static float RandomFloatInclusive(float min, float max)
Returns a random float number between and min [inclusive] and max [inclusive].
static proto string Format(string fmt, void param1=NULL, void param2=NULL, void param3=NULL, void param4=NULL, void param5=NULL, void param6=NULL, void param7=NULL, void param8=NULL, void param9=NULL)
Gets n-th character from string.
static const int STATE_NONE
undef state - not running anymore
static const int STATE_LOOP_END2
static const int STATE_LOOP_END
proto native void EnableStateChangeCallback()
enables state change callback OnStateChange