class ActionBuildPartInstantDebugDIAG_DEVELOPER
ActionBuildPartInstantDebug › ActionInstantBase › ActionBase › ActionBase_Basic
Full hierarchyFull members 132
- ActionBase_Basic
- ActionBase
- ActionInstantBase
- ActionBuildPartInstantDebug
- ActionInstantBase
- ActionBase
Constructors 1
void ActionBuildPartInstantDebug()DIAG_DEVELOPERReferences ActionBase.m_Text
Methods 18
override bool HasTarget()DIAG_DEVELOPERoverride void CreateConditionComponents()DIAG_DEVELOPERReferences new CCINone(), new CCTCursor(), ActionBase.m_ConditionItem
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, ActionBase.m_ConditionTargetoverride void OnActionInfoUpdate(PlayerBase player, ActionTarget target, ItemBase item)DIAG_DEVELOPERoverride void InitInfoData()DIAG_DEVELOPERoverride bool CanBeUsedLeaning()DIAG_DEVELOPERoverride bool CanBeUsedInFreelook()DIAG_DEVELOPERoverride bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)DIAG_DEVELOPERReferences EntityAI.CanUseConstruction(), EntityAI.CanUseConstructionBuild(), Class.CastTo()
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, MiscGameplayFunctions.ComplexBuildCollideCheckClient(), GatherInfoData(), PlayerBase.GetBrokenLegs(), PlayerBase.GetConstructionActionData(), ConstructionActionData.GetFastConstructionMode(), GetGame(), ActionTarget.GetObject(), CGame.IsDedicatedServer(), PlayerBase.IsPlacingLocal(), PlayerBase.IsPlacingServer(), PositioningCheck(), and ActionBase.m_VariantIDoverride void OnStartServer(ActionData action_data)DIAG_DEVELOPERReferences ConstructionBase.BuildPartServerEx(), ConstructionBase.CanBuildPart(), Class.Cast()
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, Class.Cast(), Class.Cast(), new CollisionCheckData(), PlayerBase.GetConstructionActionData(), EntityAI.GetConstructionBasic(), ConstructionBase.GetConstructionPart(), ConstructionActionData.GetFastConstructionMode(), ActionTarget.GetObject(), array.Insert(), ConstructionBase.IsCollidingEx(), ActionBase.UseMainItem(), CollisionCheckData.m_AdditionalExcludes, ActionData.m_MainItem, CollisionCheckData.m_PartName, ActionData.m_Player, and ActionData.m_Targetoverride ActionData CreateActionData()DIAG_DEVELOPERReferences new BuildPartActionData()
override bool SetupAction(PlayerBase player, ActionTarget target, ItemBase item, out ActionData action_data, Param extra_data = NULL)DIAG_DEVELOPERprotected void ComposeBuildActionDataClient(PlayerBase player, ActionTarget target, ItemBase item, out ActionData action_data, Param extra_data = NULL)DIAG_DEVELOPERReferences Class.Cast(), ConstructionActionData.GetBuildPartInstantAtIndex(), PlayerBase.GetConstructionActionData()
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, ConstructionPart.GetPartName(), ActionData.m_Player, and ActionBase.m_VariantIDReferenced by SetupAction()
override void WriteToContext(ParamsWriteContext ctx, ActionData action_data)DIAG_DEVELOPERoverride bool ReadFromContext(ParamsReadContext ctx, out ActionReciveData action_recive_data)DIAG_DEVELOPERReferences new BuildPartActionReciveData(), Class.Cast(), Serializer.Read()
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, ActionBase.ReadFromContext()override void HandleReciveData(ActionReciveData action_recive_data, ActionData action_data)DIAG_DEVELOPERprotected void ClearInfoData()DIAG_DEVELOPERReferenced by GatherInfoData()
protected bool GatherInfoData(PlayerBase player, ActionTarget target, ItemBase item)DIAG_DEVELOPERReferenced by ActionCondition()
protected bool PositioningCheck(PlayerBase player, ActionTarget target)DIAG_DEVELOPERCan build from the inside only, if applicable
References Class.Cast(), Class.Cast(), Class.Cast()
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, ConstructionBase.ConstructionDirectionCheck(), ConstructionBase.ConstructionInsiderBoxCheck(), PlayerBase.GetConstructionActionData(), EntityAI.GetConstructionBasic(), ActionTarget.GetObject(), ConstructionPart.GetPartName(), GetTargetPart(), EntityAI.IsPlayerInsideEx(), and BaseBuildingBase.MustBeBuiltFromOutside()Referenced by ActionCondition()
protected ConstructionPart GetTargetPart(ConstructionActionData cad)DIAG_DEVELOPERDoes not work on server, since variants are not updated there (invoker does not invoke)
Referenced by PositioningCheck()