class ActionInteractCodeLockItem
ActionInteractCodeLockItem › ActionInteractCodeLockBase › ActionInteractBase › AnimatedActionBase › ActionBase › ActionBase_Basic
Full hierarchyFull members 153
- ActionBase_Basic
- ActionBase
- AnimatedActionBase
- ActionInteractBase
- ActionInteractCodeLockBase
- ActionInteractCodeLockItem
- ActionInteractCodeLockBase
- ActionInteractBase
- AnimatedActionBase
- ActionBase
Methods 12
override void CreateConditionComponents()override ActionData CreateActionData()References new InteractCodeLockActionData()
override bool SetupAction(PlayerBase player, ActionTarget target, ItemBase item, out ActionData action_data, Param extra_data = NULL)override void WriteToContext(ParamsWriteContext ctx, ActionData action_data)override bool ReadFromContext(ParamsReadContext ctx, out ActionReciveData action_recive_data)override void HandleReciveData(ActionReciveData action_recive_data, ActionData action_data)override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)References ActionInteractCodeLockBase.ActionCondition(), DigitalCodeLock.CanBeLocked(), DigitalCodeLock.CanBeUnlocked()
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, DigitalCodeLock.CanSetCode(), Class.Cast(), EntityAI.GetHierarchyRoot(), ActionTarget.GetObject(), DigitalCodeLock.HasBruteForceProtection(), DigitalCodeLock.HasEnergy(), DigitalCodeLock.HasPIN(), CGame.IsDedicatedServer(), DigitalCodeLock.IsLocked(), DigitalCodeLock.IsPlayerOnBackside(), and ActionBase.m_Textoverride void OnExecuteServer(ActionData action_data)References DigitalCodeLock.CanBeLocked(), DigitalCodeLock.CanBeUnlocked(), Class.Cast()
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, Class.Cast(), ErrorEx(), string.Format(), ActionTarget.GetObject(), DigitalCodeLock.HasPIN(), DigitalCodeLock.IsLocked(), DigitalCodeLock.IsPlayerOnBackside(), DigitalCodeLock.SetLockState(), ItemBase.StartItemSoundServer(), SoundConstants.ITEM_DIGITAL_LOCK_ACCESS, InteractCodeLockActionData.m_CodeLockPosition, InteractCodeLockActionData.m_IsFacingBackside, ActionData.m_Player, ActionData.m_Target, and vector.Zerooverride void OnExecuteClient(ActionData action_data)Re-validate the lock side on the server, the client-provided value is not trusted
References HandleCodelockClient()
override void OnExecute(ActionData action_data)Only handles single player/offline handling
protected void HandleCodelockClient(ActionData actionData)References Class.Cast(), Class.Cast(), Class.Cast()
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, UIManager.EnterScriptedMenu(), DigitalCodeLock.GetCodeLockComponent(), GetGame(), EntityAI.GetHierarchyRoot(), ActionTarget.GetObject(), CGame.GetUIManager(), DigitalCodeLock.HasPIN(), DigitalCodeLock.IsLocked(), DigitalCodeLockUIBase.SetTargetLock(), InteractCodeLockActionData.m_IsFacingBackside, and ActionData.m_Targetoverride bool CanBeSetFromInventory()