actionattach.c 2.7 KB

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  1. class AttachActionData : ActionData
  2. {
  3. int m_AttSlot;
  4. }
  5. class ActionAttach : ActionSingleUseBase
  6. {
  7. void ActionAttach()
  8. {
  9. m_Text = "#attach";
  10. }
  11. override void CreateConditionComponents()
  12. {
  13. m_ConditionItem = new CCINonRuined();
  14. m_ConditionTarget = new CCTNonRuined(UAMaxDistances.DEFAULT);
  15. m_CommandUID = DayZPlayerConstants.CMD_ACTIONMOD_ATTACHITEM;
  16. m_StanceMask = DayZPlayerConstants.STANCEMASK_ERECT | DayZPlayerConstants.STANCEMASK_CROUCH;
  17. }
  18. override ActionData CreateActionData()
  19. {
  20. AttachActionData action_data = new AttachActionData();
  21. return action_data;
  22. }
  23. override bool SetupAction(PlayerBase player, ActionTarget target, ItemBase item, out ActionData action_data, Param extra_data = null)
  24. {
  25. InventoryLocation il = new InventoryLocation();
  26. if (!GetGame().IsDedicatedServer())
  27. {
  28. EntityAI targetEntity;
  29. if (target.IsProxy())
  30. {
  31. targetEntity = EntityAI.Cast(target.GetParent());
  32. }
  33. else
  34. {
  35. targetEntity = EntityAI.Cast(target.GetObject());
  36. }
  37. if (!targetEntity.GetInventory().FindFreeLocationFor(item, FindInventoryLocationType.ATTACHMENT, il))
  38. return false;
  39. }
  40. if (super.SetupAction(player, target, item, action_data, extra_data))
  41. {
  42. #ifndef SERVER
  43. AttachActionData action_data_a = AttachActionData.Cast(action_data);
  44. action_data_a.m_AttSlot = il.GetSlot();
  45. #endif
  46. return true;
  47. }
  48. return false;
  49. }
  50. override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
  51. {
  52. EntityAI targetEntity = EntityAI.Cast(target.GetObject());
  53. if (targetEntity && item)
  54. {
  55. return targetEntity.GetInventory() && targetEntity.GetInventory().CanAddAttachment(item) && !targetEntity.CanUseConstruction());
  56. }
  57. return false;
  58. }
  59. override void OnExecuteServer(ActionData action_data)
  60. {
  61. if (GetGame().IsMultiplayer())
  62. return;
  63. ClearInventoryReservationEx(action_data);
  64. AttachActionData action_data_a = AttachActionData.Cast(action_data);
  65. AttachItem(action_data_a);
  66. }
  67. override void OnExecuteClient(ActionData action_data)
  68. {
  69. ClearInventoryReservationEx(action_data);
  70. AttachActionData action_data_a = AttachActionData.Cast(action_data);
  71. AttachItem(action_data_a);
  72. }
  73. protected void AttachItem(AttachActionData action_data)
  74. {
  75. EntityAI entity;
  76. if (action_data.m_Target.IsProxy())
  77. {
  78. entity = EntityAI.Cast(action_data.m_Target.GetParent());
  79. }
  80. else
  81. {
  82. entity = EntityAI.Cast(action_data.m_Target.GetObject());
  83. }
  84. if (entity && action_data.m_MainItem)
  85. {
  86. action_data.m_Player.PredictiveTakeEntityToTargetAttachmentEx(entity, action_data.m_MainItem, action_data.m_AttSlot);
  87. }
  88. }
  89. override bool CanBeSetFromInventory()
  90. {
  91. return false;
  92. }
  93. }