class ActionDeployBaseSource
ActionDeployBase › ActionContinuousBase › AnimatedActionBase › ActionBase › ActionBase_Basic
Derived classes
All members, including inherited
Constructors 1
void ActionDeployBase()References AnimatedActionBase.m_CallbackClass, ActionBase.m_FullBody, ActionBase.m_SpecialtyWeight
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, ActionBase.m_Text, and UASoftSkillsWeight.PRECISE_LOWConstants 1
protected const float POSITION_OFFSET = 0.5The forward offset at which the item will be placed (if not using hologram)
Referenced by OnFinishProgressServer()
Members 1
Referenced by CreateActionData(), OnFinishProgressServer(), OnItemLocationChanged()
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, OnUpdate()Methods 13
override void CreateConditionComponents()References new CCINone(), new CCTNone(), ActionBase.m_ConditionItem
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, ActionBase.m_ConditionTargetoverride bool HasTarget()override bool HasProgress()Referenced by MoveEntityToFinalPositionSinglePlayer(), and ActionDeployObject.OnStartAnimationLoop()
bool ActionUsesHologram()Referenced by OnFinishProgressServer()
override ActionData CreateActionData()override Vector2 GetCameraUDAngle()References new Vector2()
override void OnFinishProgressServer(ActionData action_data)References ActionUsesHologram(), Class.Cast(), Hologram.CheckPowerSource()
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, array.Clear(), ActionBase.ClearActionJuncture(), Hologram.EvaluateCollision(), string.Format(), Object.GetDirection(), PlayerBase.GetHologramServer(), PlayerBase.GetLocalProjectionPosition(), Object.GetOrientation(), Object.GetPosition(), IsCLIParam(), Hologram.IsColliding(), CGame.IsMultiplayer(), Debug.Log(), MoveEntityToFinalPosition(), EntityAI.OnPlacementComplete(), Hologram.PlaceEntity(), PlayerBase.PlacingCompleteServer(), ItemBase.SetIsBeingPlaced(), ToString(), Class.Type(), PlaceObjectActionData.m_AlreadyPlaced, ActionData.m_MainItem, m_MovedItems, PlaceObjectActionData.m_Orientation, ActionData.m_Player, PlaceObjectActionData.m_Position, POSITION_OFFSET, and vector.ZeroReferenced by ActionDeployObject.OnFinishProgressServer()
override void OnItemLocationChanged(ItemBase item)References array.Insert(), CGame.IsDedicatedServer(), ActionBase.OnItemLocationChanged()
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, m_MovedItemsoverride void OnUpdate(ActionData action_data)override bool AddActionJuncture(ActionData action_data)void DropDuringPlacing(PlayerBase player)Referenced by ActionDeployObject.OnStartAnimationLoop()
void MoveEntityToFinalPosition(ActionData action_data, vector position, vector orientation)References GameInventory.GetCurrentInventoryLocation(), EntityAI.GetInventory(), EntityAI.IsBasebuildingKit()
Referenced by OnFinishProgressServer()
void MoveEntityToFinalPositionSinglePlayer(ActionData action_data, InventoryLocation source, InventoryLocation destination)References DayZPlayerImplement.GetDayZPlayerInventory(), EntityAI.GetInventory(), HasProgress()
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, HumanInventory.RedirectToHandEvent(), GameInventory.TakeToDst(), and ActionData.m_PlayerReferenced by MoveEntityToFinalPosition()