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ActionRepackTent Class Reference

DEPRECATED. More...

Private Member Functions

void ActionRepackTent ()
 
override void CreateConditionComponents ()
 
override bool HasTarget ()
 
override bool HasProgress ()
 
override bool ActionConditionContinue (ActionData action_data)
 
override bool HasAlternativeInterrupt ()
 
override bool ActionCondition (PlayerBase player, ActionTarget target, ItemBase item)
 
override bool SetupAction (PlayerBase player, ActionTarget target, ItemBase item, out ActionData action_data, Param extra_data=NULL)
 
override void OnStartServer (ActionData action_data)
 
override void OnFinishProgressServer (ActionData action_data)
 
override void OnEndServer (ActionData action_data)
 
void SetupAnimation (ItemBase item)
 
override void OnStartAnimationLoopClient (ActionData action_data)
 
override void OnStartAnimationLoopServer (ActionData action_data)
 
override void OnEndAnimationLoop (ActionData action_data)
 
override string GetAdminLogMessage (ActionData action_data)
 

Private Attributes

EntityAI m_RepackedEntity
 
bool m_IsFinished
 

Detailed Description

DEPRECATED.

Constructor & Destructor Documentation

◆ ActionRepackTent()

Member Function Documentation

◆ ActionCondition()

override bool ActionCondition ( PlayerBase  player,
ActionTarget  target,
ItemBase  item 
)
inlineprivate

◆ ActionConditionContinue()

override bool ActionConditionContinue ( ActionData  action_data)
inlineprivate

◆ CreateConditionComponents()

override void CreateConditionComponents ( )
inlineprivate

◆ GetAdminLogMessage()

override string GetAdminLogMessage ( ActionData  action_data)
inlineprivate

◆ HasAlternativeInterrupt()

override bool HasAlternativeInterrupt ( )
inlineprivate

◆ HasProgress()

override bool HasProgress ( )
inlineprivate

◆ HasTarget()

override bool HasTarget ( )
inlineprivate

◆ OnEndAnimationLoop()

override void OnEndAnimationLoop ( ActionData  action_data)
inlineprivate

◆ OnEndServer()

override void OnEndServer ( ActionData  action_data)
inlineprivate

References GetGame(), and m_IsFinished.

◆ OnFinishProgressServer()

override void OnFinishProgressServer ( ActionData  action_data)
inlineprivate

◆ OnStartAnimationLoopClient()

override void OnStartAnimationLoopClient ( ActionData  action_data)
inlineprivate

◆ OnStartAnimationLoopServer()

override void OnStartAnimationLoopServer ( ActionData  action_data)
inlineprivate

◆ OnStartServer()

override void OnStartServer ( ActionData  action_data)
inlineprivate

References m_IsFinished, and m_RepackedEntity.

◆ SetupAction()

override bool SetupAction ( PlayerBase  player,
ActionTarget  target,
ItemBase  item,
out ActionData  action_data,
Param  extra_data = NULL 
)
inlineprivate

References SetupAnimation().

◆ SetupAnimation()

void SetupAnimation ( ItemBase  item)
inlineprivate

References AnimatedActionBase::m_CommandUID, and Print().

Referenced by SetupAction().

Field Documentation

◆ m_IsFinished

bool m_IsFinished
private

◆ m_RepackedEntity

EntityAI m_RepackedEntity
private

Referenced by OnStartServer().


The documentation for this class was generated from the following file: