actionloadmagazine.c 3.9 KB

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  1. class ActionLoadMagazineCB : ActionContinuousBaseCB
  2. {
  3. override void CreateActionComponent()
  4. {
  5. m_ActionData.m_ActionComponent = new CAContinuousRepeat(UATimeSpent.MAG_LOAD);
  6. }
  7. };
  8. class ActionLoadMagazine: ActionContinuousBase
  9. {
  10. void ActionLoadMagazine()
  11. {
  12. m_CallbackClass = ActionLoadMagazineCB;
  13. m_CommandUID = DayZPlayerConstants.CMD_ACTIONMOD_FILLMAG;
  14. m_CommandUIDProne = DayZPlayerConstants.CMD_ACTIONFB_FILLMAG;
  15. m_Text = "#load_magazine";
  16. }
  17. override bool HasProneException()
  18. {
  19. return true;
  20. }
  21. override void CreateConditionComponents()
  22. {
  23. m_ConditionItem = new CCINonRuined();
  24. m_ConditionTarget = new CCTNonRuined(UAMaxDistances.DEFAULT);
  25. }
  26. bool CanLoadMagazine(ActionTarget target, ItemBase item)
  27. {
  28. Magazine trg;
  29. Magazine itm;
  30. return ( Class.CastTo(trg, target.GetObject()) && Class.CastTo(itm, item) && itm.GetAmmoCount() < itm.GetAmmoMax() && trg.GetAmmoCount() != 0 && itm.IsCompatiableAmmo( trg ) );
  31. }
  32. override bool ActionConditionContinue( ActionData action_data )
  33. {
  34. return CanLoadMagazine(action_data.m_Target, action_data.m_MainItem);
  35. }
  36. override bool ActionCondition( PlayerBase player, ActionTarget target, ItemBase item )
  37. {
  38. return CanLoadMagazine(target, item);
  39. }
  40. override bool CanBePerformedFromQuickbar()
  41. {
  42. return true;
  43. }
  44. override void OnExecuteServer( ActionData action_data )
  45. {
  46. //Param1<float> timeSpendParam;
  47. //if( !Class.CastTo(timeSpendParam, action_data.m_ActionComponent.GetACData()) ) return;
  48. Magazine trg;
  49. Magazine itm;
  50. if ( Class.CastTo(trg, action_data.m_Target.GetObject()) && Class.CastTo(itm, action_data.m_MainItem) )
  51. {
  52. float dmg;
  53. string ammoType;
  54. if ( trg.ServerAcquireCartridge(dmg, ammoType) )
  55. {
  56. if ( !itm.ServerStoreCartridge(dmg, ammoType) )
  57. trg.ServerStoreCartridge(dmg, ammoType);
  58. else
  59. itm.ApplyManipulationDamage(); //damages magazine
  60. }
  61. trg.SetSynchDirty();
  62. itm.SetSynchDirty();
  63. }
  64. }
  65. };
  66. class ActionLoadMagazineQuickCB : ActionContinuousBaseCB
  67. {
  68. override void CreateActionComponent()
  69. {
  70. m_ActionData.m_ActionComponent = new CAContinuousRepeat(UATimeSpent.MAG_LOAD);
  71. }
  72. };
  73. class ActionLoadMagazineQuick: ActionContinuousBase
  74. {
  75. void ActionLoadMagazineQuick()
  76. {
  77. m_CallbackClass = ActionLoadMagazineQuickCB;
  78. m_CommandUID = DayZPlayerConstants.CMD_ACTIONMOD_FILLMAG;
  79. m_CommandUIDProne = DayZPlayerConstants.CMD_ACTIONFB_FILLMAG;
  80. }
  81. override bool HasProneException()
  82. {
  83. return true;
  84. }
  85. override typename GetInputType()
  86. {
  87. return ContinuousWeaponManipulationActionInput;
  88. }
  89. override void CreateConditionComponents()
  90. {
  91. m_ConditionItem = new CCINonRuined();
  92. m_ConditionTarget = new CCTSelf;
  93. }
  94. override bool HasTarget()
  95. {
  96. return false;
  97. }
  98. bool CanLoadMagazine( PlayerBase player, ItemBase item )
  99. {
  100. Magazine mag = Magazine.Cast( item );
  101. return mag && player.GetWeaponManager().GetPreparedMagazine() != null && mag.GetAmmoCount() < mag.GetAmmoMax();
  102. }
  103. override bool ActionConditionContinue( ActionData action_data )
  104. {
  105. return CanLoadMagazine(action_data.m_Player, action_data.m_MainItem);
  106. }
  107. override bool ActionCondition( PlayerBase player, ActionTarget target, ItemBase item )
  108. {
  109. return CanLoadMagazine(player, item);
  110. }
  111. override void OnExecuteServer( ActionData action_data )
  112. {
  113. //Param1<float> timeSpendParam;
  114. //if( !Class.CastTo(timeSpendParam, action_data.m_ActionComponent.GetACData()) ) return;
  115. Magazine itm = Magazine.Cast(action_data.m_MainItem);
  116. Magazine trg = action_data.m_Player.GetWeaponManager().GetPreparedMagazine();
  117. if ( !itm || !trg )
  118. return;
  119. float dmg;
  120. string ammoType;
  121. if ( trg.ServerAcquireCartridge(dmg, ammoType) )
  122. {
  123. if ( !itm.ServerStoreCartridge(dmg, ammoType) )
  124. trg.ServerStoreCartridge(dmg, ammoType);
  125. else
  126. itm.ApplyManipulationDamage(); //damages magazine
  127. }
  128. trg.SetSynchDirty();
  129. itm.SetSynchDirty();
  130. //manipulationDamage
  131. //if(trg.GetAmmoCount() > 0 )
  132. //trg.SetSynchDirty();
  133. //itm.SetSynchDirty();
  134. }
  135. };