10 super.InitActionComponent();
48 if ( tgt_item && tgt_item.IsBeingPlaced() )
51 Object targetObject = target.GetObject();
52 if ( targetObject != NULL )
54 if ( targetObject.IsInherited(
TrapBase ) )
58 if ( trap.IsActivable() )
67 if ( spawnTrap && !spawnTrap.IsActive() )
77 super.OnStartAnimationLoop( action_data );
84 Param1<bool> play =
new Param1<bool>(
true );
97 Param1<bool> play =
new Param1<bool>(
false );
105 super.OnEndAnimationLoop( action_data );
110 Param1<bool> play =
new Param1<bool>(
false );
118 if ( targetObject != NULL )
120 if ( targetObject.IsInherited(
TrapBase ) )
124 trap.StartActivate( action_data.
m_Player );
131 Trap_RabbitSnare snareTrap;
134 position = position + ( action_data.
m_Player.GetDirection() * 0.5 );
137 if ( CastTo( snareTrap, spawnTrap ) )
139 orientation = action_data.
m_Player.GetLocalProjectionOrientation();
141 vector rotation_matrix[3];
149 if ( spawnTrap.GetInventory().GetCurrentInventoryLocation( source ) )
151 destination.
SetGroundEx( spawnTrap, position, direction );
155 action_data.
m_Player.ServerTakeToDst(source, destination);
protected float m_SpecialtyWeight
ref CCIBase m_ConditionItem
ref CCTBase m_ConditionTarget
protected bool m_FullBody
protected int m_StanceMask
class ActionTargets ActionTarget
class DayZCreatureAnimInterface RegisterAnimationEvent(string event_name, string function_name)
override void InitActionComponent()
override void CreateActionComponent()
override void OnFinishProgressServer(ActionData action_data)
override void OnStartAnimationLoop(ActionData action_data)
override bool HasProgress()
override void CreateConditionComponents()
override void OnEndAnimationLoop(ActionData action_data)
override void OnEnd(ActionData action_data)
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
void ActionActivateTrap()
protected ActionData m_ActionData
ref CABase m_ActionComponent
ref ActionTarget m_Target
protected int m_CommandUID
protected m_CallbackClass
void RPCSingleParam(Object target, int rpc_type, Param param, bool guaranteed, PlayerIdentity recipient=null)
see CGame.RPC
proto native bool IsMultiplayer()
proto native void SetGroundEx(EntityAI e, vector pos, float dir[4])
sets current inventory location type to Ground with transformation mat
override void OnPlacementComplete(Man player, vector position="0 0 0", vector orientation="0 0 0")
override bool IsPlaceableAtPosition(vector position)
const float DEFAULT_DEPLOY
DayZPlayerConstants
defined in C++
proto native CGame GetGame()
static proto void MatrixToQuat(vector mat[3], out float d[4])
Converts rotation matrix to quaternion.
static proto void YawPitchRollMatrix(vector ang, out vector mat[3])
Creates rotation matrix from angles.