class ActionManagerClientSource
ActionManagerClient › ActionManagerBase
All members, including inherited
Constructors 1
void ActionManagerClient(PlayerBase player)Referenced by PlayerBase.OnSelectPlayer()
Members 16
protected int m_LastAcknowledgmentIDprotected bool m_ActionPossibleprotected ref array<ref InventoryLocation> m_ReservedInventoryLocationsobsolete
protected ref InventoryActionHandler m_InventoryActionHandlerReferenced by ActionManagerClient(), OnActionEnd(), SetInventoryAction()
Show 2 more
, UnsetInventoryAction(), and Update()protected ref InventoryLocation m_HandInventoryLocationTestprotected ref TTypeNameActionInputMap m_RegistredInputsMapReferenced by GetPossibleAction(), GetPossibleActionCount(), GetPossibleActionIndex()
Show 4 more
, GetPossibleActions(), RegisterInputs(), SetActioninputOrder(), and SetDefaultInputsOrder()protected ref array<ActionInput> m_OrederedAllActionInputReferenced by FindContextualUserActions(), HandleInputsOnActionStart(), InputsUpdate()
Show 4 more
, ResetInputsActions(), ResetInputsState(), SetActioninputOrder(), and SetDefaultInputsOrder()protected ref array<ActionInput> m_OrderedStandartActionInputsprotected ref array<ActionInput> m_DefaultOrderOfActionInputsprotected int m_SelectedActionInputToSrollIndexReferenced by ActionManagerClient(), GetSelectedActionCategory(), SelectFirstActionCategory()
Show 4 more
, SelectNextAction(), SelectNextActionCategory(), SelectPrevAction(), and SelectPrevActionCategory()protected bool m_IgnoreAutoInputEndprotected ref ActionData m_PendingActionDataprotected bool m_ActionWantEndRequest_SendRequest to server was sended
Referenced by ActionManagerClient(), ActionStart(), ProcessActionRequestEnd()
Show 1 more
, RequestEndAction()protected bool m_ActionInputWantEnd_SendReferenced by ActionManagerClient(), ActionStart(), EndActionInput()
Show 1 more
, ProcessActionInputEnd()private ref ActionTarget m_ForceTargetprivate ref ActionTargets m_TargetsMethods 55
override void Update(int pCurrentCommandID)References ActionManagerBase.ActionPossibilityCheck(), ActionTargets.Clear(), ActionBase.ClearInventoryReservationEx()
Show 31 more
, ActionBase.ComputeConditionMask(), FindContextualUserActions(), Human.GetCurrentCommandID(), CGame.GetUIManager(), InputsUpdate(), ActionBase.InventoryReservation(), DeveloperFreeCamera.IsFreeCameraEnabledNoPlayerMovement(), ActionBase.IsInstant(), UIManager.IsMenuOpen(), DayZPlayerImplement.IsRaised(), OnActionEnd(), InventoryActionHandler.OnUpdate(), ActionBase.OnUpdateClient(), ProcessActionInputEnd(), ProcessActionRequestEnd(), RequestInterruptAction(), ResetInputsActions(), ActionBase.Start(), ActionTargets.Update(), ActionManagerBase.Update(), ActionData.m_Action, m_ActionPossible, ActionManagerBase.m_CurrentActionData, m_InventoryActionHandler, ActionData.m_MainItem, ActionManagerBase.m_PendingActionAcknowledgmentID, m_PendingActionData, ActionManagerBase.m_Player, ActionData.m_State, ActionData.m_Target, and m_Targetsvoid RegisterInputs(PlayerBase player)Referenced by ActionManagerClient()
void SetActioninputOrder()References array.Count(), map.Count(), array.Count()
Show 12 more
, array.Get(), Get(), map.GetElement(), ActionInput.GetPriority(), array.Insert(), array.Insert(), array.Insert(), Insert(), SetDefaultInputsOrder(), array.Sort(), m_OrederedAllActionInput, and m_RegistredInputsMapReferenced by RegisterInputs()
void SetDefaultInputsOrder()Referenced by SetActioninputOrder()
static ActionVariantManager GetVariantManager(typename actionName)Referenced by ConstructionActionData.ConstructionActionData(), and CraftingManager.CraftingManager()
override void RequestEndAction()override void EndActionInput()void InputsUpdate()References ActionStart(), array.Count(), EndActionInput()
Show 19 more
, ActionInput.GetAction(), ActionBase.GetInput(), ActionInput.GetInputType(), ActionInput.GetUsedActionTarget(), ActionInput.GetUsedMainItem(), PlayerBase.IsQBControl(), ActionInput.JustActivate(), ActionInput.JustActivate(), PlayerBase.SetActionEndInput(), ActionInput.Update(), ActionInput.Update(), ActionInput.WasEnded(), ActionData.m_Action, ActionManagerBase.m_ActionInputWantEnd, ActionManagerBase.m_ActionsAvaibale, ActionManagerBase.m_CurrentActionData, m_IgnoreAutoInputEnd, m_OrederedAllActionInput, and ActionManagerBase.m_PlayerReferenced by Update()
void ProcessActionRequestEnd()References Debug.ActionLog(), ScriptInputUserData.CanStoreInputUserData(), ActionBase.EndRequest()
Show 14 more
, Entity.GetSimulationTimeStamp(), LogManager.IsActionLogEnable(), ActionBase.IsLocal(), CGame.IsMultiplayer(), ScriptInputUserData.Send(), Class.ToString(), Class.ToString(), Serializer.Write(), ActionData.m_Action, ActionManagerBase.m_ActionWantEndRequest, m_ActionWantEndRequest_Send, ActionManagerBase.m_CurrentActionData, ActionManagerBase.m_Player, and ActionData.m_PlayerReferenced by Update()
void ProcessActionInputEnd()References Debug.ActionLog(), ScriptInputUserData.CanStoreInputUserData(), ActionBase.EndInput()
Show 14 more
, Entity.GetSimulationTimeStamp(), LogManager.IsActionLogEnable(), ActionBase.IsLocal(), CGame.IsMultiplayer(), ScriptInputUserData.Send(), Class.ToString(), Class.ToString(), Serializer.Write(), ActionData.m_Action, ActionManagerBase.m_ActionInputWantEnd, m_ActionInputWantEnd_Send, ActionManagerBase.m_CurrentActionData, ActionManagerBase.m_Player, and ActionData.m_PlayerReferenced by Update()
ActionBase GetPossibleAction(typename inputType)array<ActionBase> GetPossibleActions(typename inputType)void InjectAction(ActionBase action, ActionTarget target, ItemBase item)void InjectAction(typename actionType, ActionTarget target, ItemBase item)References ActionManagerBase.GetAction()
void EjectAction(ActionBase action)Referenced by InventoryActionHandler.DeactiveAction()
void EjectAction(typename actionType)References ActionManagerBase.GetAction()
Referenced by InventoryActionHandler.DeactiveAction()
void ForceTarget(Object targetObject)References new ActionTarget(), Class.Cast(), EntityAI.GetHierarchyParent()
Show 2 more
, m_ForceTarget, and vector.Zerovoid ClearForceTarget()References m_ForceTarget
override ActionTarget FindActionTarget()References new ActionTarget(), ActionTarget.GetObject(), ActionTarget.GetParent()
Show 5 more
, ActionTargets.GetTarget(), ActionTargets.GetTargetsCount(), m_ForceTarget, m_Targets, and vector.ZeroItemBase FindActionItem()Referenced by FindContextualUserActions()
protected bool HasHandInventoryReservation()References Man.GetHumanInventory(), PlayerBase.GetItemInHands(), GameInventory.HasInventoryReservation()
Show 3 more
, InventoryLocation.SetHands(), m_HandInventoryLocationTest, and ActionManagerBase.m_PlayerReferenced by FindContextualUserActions()
protected void FindContextualUserActions(int pCurrentCommandID)References ActionBase.ComputeConditionMask(), array.Count(), FindActionItem()
Show 12 more
, FindActionTarget(), ActionManagerBase.GetRunningAction(), HasHandInventoryReservation(), DayZGame.IsInventoryOpen(), ResetInputsActions(), ActionManagerBase.SetActionContext(), UpdateActionCategoryPriority(), ActionInput.UpdatePossibleActions(), m_ActionPossible, ActionManagerBase.m_ActionsAvaibale, m_OrederedAllActionInput, and ActionManagerBase.m_PlayerReferenced by Update()
protected bool LockInventory(ActionData action_data)void UnlockInventory(ActionData action_data)protected void ActionStart(ActionBase action, ActionTarget target, ItemBase item, Param extra_data = NULL)References Debug.ActionLog(), ActionManagerBase.ActionPossibilityCheck(), ActionBase.CanBePerformedFromQuickbar()
Show 30 more
, ScriptInputUserData.CanStoreInputUserData(), DPrint(), ActionTarget.DumpToString(), Human.GetCurrentCommandID(), ActionBase.GetID(), HandleInputsOnActionStart(), LogManager.IsActionLogEnable(), ActionBase.IsInstant(), ActionBase.IsLocal(), CGame.IsMultiplayer(), OnActionEnd(), ScriptInputUserData.Send(), PlayerBase.SetActionEndInput(), ActionBase.SetupAction(), ActionBase.Start(), Class.ToString(), Class.ToString(), ActionBase.UseAcknowledgment(), Serializer.Write(), ActionBase.WriteToContext(), ActionManagerBase.m_ActionInputWantEnd, m_ActionInputWantEnd_Send, ActionManagerBase.m_ActionWantEndRequest, m_ActionWantEndRequest_Send, ActionManagerBase.m_CurrentActionData, ActionManagerBase.m_Interrupted, m_LastAcknowledgmentID, ActionManagerBase.m_PendingActionAcknowledgmentID, ActionManagerBase.m_Player, and ActionData.m_StateReferenced by InputsUpdate(), OnInstantAction(), PerformAction()
Show 3 more
, PerformActionFromInventory(), PerformActionFromQuickbar(), and PerformActionStart()void HandleInputsOnActionStart(ActionBase action)References array.Count(), ActionBase.GetInput(), ActionInput.OnActionStart()
Show 2 more
, ActionInput.Reset(), and m_OrederedAllActionInputReferenced by ActionStart()
void ResetInputsState()Referenced by HandleInputsOnActionEnd()
void ResetInputsActions()override void OnJumpStart()References EndOrInterruptCurrentAction()
override void EndOrInterruptCurrentAction()Referenced by OnJumpStart()
void PerformAction(int user_action_id, ActionTarget target, ItemBase item, Param extraData = NULL)BOTused for bots
void PerformActionStart(ActionBase action, ActionTarget target, ItemBase item, Param extra_data = NULL)References ActionStart(), CGame.IsMultiplayer(), ActionBase.SetupAction()
Show 2 more
, m_PendingActionData, and ActionManagerBase.m_Playeroverride void OnActionEnd()void SetInventoryAction(ActionBase action_name, ItemBase target_item, ItemBase main_item)void SetInventoryAction(ActionBase action_name, ActionTarget target, ItemBase main_item)void UnsetInventoryAction()override typename GetSelectedActionCategory()Referenced by ActionTargetsCursor.GetActions()
void UpdateActionCategoryPriority()References array.Count(), ActionInput.HasTarget(), m_DefaultOrderOfActionInputs
Show 1 more
, m_OrderedStandartActionInputsoverride void SelectFirstActionCategory()override void SelectNextActionCategory()References array.Count(), ActionInput.GetPossibleActionsCount(), m_OrderedStandartActionInputs
Show 1 more
, m_SelectedActionInputToSrollIndexoverride void SelectPrevActionCategory()References array.Count(), ActionInput.GetPossibleActionsCount(), m_OrderedStandartActionInputs
Show 1 more
, m_SelectedActionInputToSrollIndexoverride void SelectNextAction()override void SelectPrevAction()Referenced by PlayerBase.OnQuickBarContinuousUseStart()
Referenced by PlayerBase.OnQuickBarContinuousUseStart()
void SetIgnoreAutomaticInputEnd(bool state)References m_IgnoreAutoInputEnd
override void RequestInterruptAction()client requests action interrupt