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B2Action_Surfing

  • Description
    * ===============
    * Keeps a character riding a wave while on a surfboard. Turns on the on-board handler's surfing flag and stays active until B1 reports that surfing has ended.
    * ===============
    * Param:
    * S1: -
    * S2: -
    * F1: -
    * F2: -
    * Note:
    * OnInit(): Delegates to FB2Action_Base::OnInit(); no extra data is read from the action.
    * OnB2PreBeginPlay(): When the action was already playing at restore time, sets bRestore and cancels the interaction so surfing is not resumed from a save.
    * CanStartCondition(): Requires a valid self character and movement component, an inactive on-board handler (boarding/disembarking must not be in progress, because the posture check alone can pass during those transitions), and the Surf posture on the posture component.
    * OnPlay(): Turns on the on-board handler's surfing flag; finishes with InvalidSelfEntity if the character or movement component is missing.
    * OnTick(): Finishes the action once the on-board handler reports surfing has stopped, since the surf progress itself is driven by B1 and only reported back through that flag; finishes with InvalidSelfEntity if the character or movement component is missing.
    * OnCanceled(): Turns the on-board handler's surfing flag off, unless the action is being torn down by a restore (bRestore).
    * OnFinish(): Does nothing beyond the restore guard, because normal termination is already driven by B1 notifying B2 that surfing ended.
PropertyTypeDescriptionMetadata
bRestoreboolwhether this action is being resumed mid-play from a save/restore, so redundant toast/UI cleanup and result reporting are skipped
bIsOutOfWaterAreabool
ActionIdFNameIdentifier of this action instance (used for interaction tracking and mission time accounting)
StateEB2ActionStateCurrent lifecycle state of this action
MergeTypeEB2ActionMergeTypeMerge type flags for this action (e.g. interaction merge, checked in Finish())
ResultEB2InteractionResultResult of this action once it stops playing (Finish/Failed/Canceled)
SelfEntityIdFB1EntityIdEntity id performing this action
TargetEntityIdFB1EntityIdEntity id targeted by this action
GrabEntityIdFB1EntityIdEntity id grabbed/carried by self entity for this action
NonTargetLocationFVectorLocation used for script/condition context when there is no target entity
ActionFB1ActionInfoAction table data (S1/S2/F1/F2, script id lists, etc.) driving this instance
TickCalcValuefloatAccumulated tick delta time since this action started ticking
CurrentNotifyIndexint32Index into Action.NotifyScriptIds for the next notify script to run
AsyncLoadAnimInfoTArrayAnimations to async-load for this action's start/notify/tick/finish/cancel scripts
AddActionTimeIntervalfloatInterval in seconds between OnTickAddActionExecuteTime() calls
AccumAddActionTimefloatElapsed time accumulator compared against AddActionTimeInterval
StartActionTickTimeint64Tick timestamp used to measure elapsed action execution time for mission tracking
ActionKeyFB2ActionKeyKey identifying this action's slot/queue within the interaction system
TimeTaskIdFB1TimeTaskIdId of the scheduled time task used for delayed Determine/Finish
IsForceCancelableboolWhether this action is force-cancelable, copied from Action.IsForceCancelable
IsFirstActionboolMarks the first action in an interaction sequence; set on actions[0] by FB2InteractionPlayer::LinkActions(), read by FB2ActionPlayer
bMultiFlagboolSet by looping actions (PlayAnim, BookRead, Eat, WaitTalkSequence) once a loop iteration completes; read/reset by FB2ActionPlayer to gate multi-interaction selection
TalkInstanceIdFB1TalkInstanceIdId of the talk instance this action is linked to, set externally by FB2InteractionPlayer::LinkActions()
TalkSubjectEntityIdFB1EntityIdEntity id of the talk subject linked to this action, set externally by FB2InteractionPlayer::LinkActions()/OnTalkSpaceParamChanged()
bIsWaitFinishEventboolCached copy of Action.IsWaitFinishAction taken at Init(); read directly by FB2ActionPlayer for sequencing (the IsWaitFinishAction() getter instead reads Action.IsWaitFinishAction live)
AutoInsertTypeEB2ActionAutoInsertTypeType of action that was auto-inserted before this one (e.g. WalkTo, ChangePosture)