DayZ Scripts
v1.21.156300 ยท Jun 20, 2023
 
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ActionExitLadder.c
Go to the documentation of this file.
2{
4 {
5 m_Text = "#exit_ladder";
6 }
7
8 override void CreateConditionComponents()
9 {
12 }
13
14 override bool ActionCondition( PlayerBase player, ActionTarget target, ItemBase item )
15 {
16 HumanCommandLadder cl = player.GetCommand_Ladder();
17 if (cl && cl.CanExit())
18 {
19 return true;
20 }
21
22 //if ( action_data.m_Player.IsOnLadder() ) return true;
23 return false;
24 }
25
27 override void Start( ActionData action_data )
28 {
29 super.Start( action_data );
30 HumanCommandLadder cl = action_data.m_Player.GetCommand_Ladder();
31 if (cl)
32 {
33 cl.Exit();
34 }
35 }
36
37
38 /*override void OnCompleteServer( ActionData action_data )
39 {
40 }*/
41 override bool IsInstant()
42 {
43 return true;
44 }
45
46 override bool UseAcknowledgment()
47 {
48 return false;
49 }
50
51 override bool CanBeUsedOnLadder()
52 {
53 return true;
54 }
55};
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
PlayerBase m_Player
Definition ActionBase.c:33
override bool CanBeUsedOnLadder()
override bool IsInstant()
override void Start(ActionData action_data)
override void CreateConditionComponents()
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
override bool UseAcknowledgment()
proto native bool CanExit()
returns true if on exiting point
proto native void Exit()