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IContextualAction

Interface

Class Documentation

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A contextual action: what a ContextualRule does when the client chooses it. A rule has one slot per action kind, and each kind chooses its own rule from the situation (see ContextualSituation).

Kind Rule field Action
Audio mAudioAction ContextualActionPlayAudio: a voice line
Animation mAnimationAction ContextualActionPlayAnimation: an animation on the unit
Trigger event mTriggerEventAction ContextualActionTriggerEvent: fires another situation
Announcer TriggerAnnouncerVoEventAction ContextualActionAnnouncerVoEvent
Champion music TriggerChampionMusicEventAction ContextualActionChampionMusicEvent
User fact SetUserFactAction ContextualActionUserFactAction: records a fact for the unit
Mix state NotifyMixAction ContextualActionNotifyMixAction: requests an audio mix state

Which situations run which kinds

The client does not run every kind for every situation:

Situation Kinds that run
An ordinary situation, on the unit's own ContextualActionData audio, user fact, mix state, champion music, announcer
The same situation, on each GlobalContextualActionData user fact, mix state, champion music, announcer
An emote, or a situation that the server fires by name the kinds of an ordinary situation, then animation and trigger event
TauntEndedNearby, JokeEndedNearby, LaughEndedNearby, DanceEndedNearby animation; some calls run the kinds of an ordinary situation instead
MarkerTriggeredBySelf animation
A chained situation (below), on every unit animation, audio, trigger event
A situation run by an audio event type of the Cac family (see AudioContextEventType) champion music, announcer, mix state, on the global objects only

So an animation or trigger event action in a rule of an ordinary situation, such as KillChampion or SpellCast, never runs.

Chained situations

ContextualActionPlayAnimation and ContextualActionTriggerEvent have a mHashedSituationTrigger. After such an action runs, if the hash is set and differs from the key of the situation that ran it, the client fires that key as a chained situation on the component of every unit in the game, not only on the owner. Every unit whose data defines the key reacts.

Play count

The component counts the successful runs of each action, per unit, for the whole game. Only ContextualActionPlayAudio uses the count, for mMaxOccurences.

Properties

mHashedSituationTrigger

Hash
Removed in 16.10
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mMaxOccurences

U32
Removed in 16.10
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