DayZ_Scripts / scripts /4_World /DayZ /Classes /InventoryActionHandler.c
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//! Client only - manage set up crafting on client
class InventoryActionHandler
{
ActionBase m_action;
ActionTarget m_target;
ItemBase m_mainItem;
bool m_useItemInHands;
PlayerBase m_player;
bool m_isActive;
vector m_actionStartPos;
const float MIN_DISTANCE_TO_INTERRUPT = 1.0;
const int IAH_SINGLE_USE = 1;
const int IAH_CONTINUOUS = 2;
void InventoryActionHandler(PlayerBase player)
{
m_player = player;
m_isActive = false;
m_action = null;
m_target = null;
m_mainItem = null;
m_useItemInHands = false;
}
void SetAction(ActionBase action, ItemBase target_item, ItemBase main_item )
{
Object target_parent = null;
if(target_item)
{
target_parent = target_item.GetHierarchyParent();
}
ActionTarget at = new ActionTarget(target_item, target_parent, -1, vector.Zero, -1);
SetAction(action, at, main_item );
}
void SetAction(ActionBase action, ActionTarget target, ItemBase main_item )
{
ActionManagerClient mngr;
Class.CastTo(mngr, m_player.GetActionManager());
m_action = action;
m_target = target;
m_mainItem = main_item;
ItemBase itemInHand = m_player.GetItemInHands();
m_useItemInHands = main_item == itemInHand;
m_actionStartPos = m_player.GetPosition();
m_isActive = true;
//mngr.InjectAction( action, target, main_item );
mngr.ForceTarget(m_target.GetObject());
GetGame().GetMission().HideInventory();
}
bool IsActiveAction()
{
return m_isActive;
}
void OnUpdate()
{
if( !m_isActive ) return;
if( m_player.IsRaised() || m_player.GetCommand_Melee() )
{
DeactiveAction();
return;
}
if( GetGame().IsInventoryOpen() )
{
DeactiveAction();
return;
}
if (m_useItemInHands)
{
ItemBase handItem = m_player.GetItemInHands();
if( handItem != m_mainItem )
{
DeactiveAction();
return;
}
}
if( Math.AbsFloat( vector.Distance(m_actionStartPos, m_player.GetPosition())) > MIN_DISTANCE_TO_INTERRUPT )
{
DeactiveAction();
return;
}
}
void DeactiveAction()
{
if( !m_isActive ) return;
m_isActive = false;
ActionManagerClient mngr;
Class.CastTo(mngr, m_player.GetActionManager());
mngr.EjectAction(m_action);
mngr.ClearForceTarget();
m_player.GetCraftingManager().ResetInventoryCraft();
m_action = null;
m_target = null;
m_mainItem = null;
m_useItemInHands = false;
}
}