Dayz Explorer 1.28.160049
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actionbuildstonecircle.c
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2{
3 override void CreateActionComponent()
4 {
5 m_ActionData.m_ActionComponent = new CAContinuousTime( UATimeSpent.DEFAULT_CONSTRUCT );
6 }
7}
8
10{
12 {
13 m_CallbackClass = ActionBuildStoneCircleCB;
14 m_CommandUID = DayZPlayerConstants.CMD_ACTIONFB_CRAFTING;
15 m_FullBody = true;
16 m_StanceMask = DayZPlayerConstants.STANCEMASK_CROUCH;
17 m_SpecialtyWeight = UASoftSkillsWeight.ROUGH_HIGH;
18 m_Text = "#build_stonecircle";
19
20 }
21
23 {
24
25 m_ConditionTarget = new CCTNonRuined( UAMaxDistances.DEFAULT );
26 m_ConditionItem = new CCINotPresent;
27 }
28
29 override typename GetInputType()
30 {
32 }
33
34 override bool HasProgress()
35 {
36 return true;
37 }
38
39 override bool ActionCondition( PlayerBase player, ActionTarget target, ItemBase item )
40 {
41 Object target_object = target.GetObject();
42
43 if ( target_object && target_object.IsFireplace() )
44 {
45 FireplaceBase fireplace_target = FireplaceBase.Cast( target_object );
46
47 if ( fireplace_target.IsBaseFireplace() && fireplace_target.CanBuildStoneCircle() )
48 {
49 return true;
50 }
51 }
52
53 return false;
54 }
55
56 override void OnFinishProgressServer( ActionData action_data )
57 {
58 Object target_object = action_data.m_Target.GetObject();
59 FireplaceBase fireplace_target = FireplaceBase.Cast( target_object );
60
61 if ( fireplace_target.CanBuildStoneCircle() )
62 {
63 ItemBase attached_item = ItemBase.Cast( fireplace_target.GetAttachmentByType( fireplace_target.ATTACHMENT_STONES ) );
64
65 /*InventoryLocation inventory_location = new InventoryLocation;
66 attached_item.GetInventory().GetCurrentInventoryLocation( inventory_location );
67 fireplace_target.GetInventory().SetSlotLock( inventory_location.GetSlot(), true );*/
68
69 //set oven state
70 fireplace_target.SetStoneCircleState( true );
71
72 // extend lifetime
73 fireplace_target.SetLifetimeMax( FireplaceBase.LIFETIME_FIREPLACE_STONE_CIRCLE );
74 }
75 }
76}
int m_CommandUID
Definition actionbase.c:31
int m_StanceMask
Definition actionbase.c:33
ActionBuildStoneCircleCB ActionContinuousBaseCB ActionBuildStoneCircle()
override GetInputType()
ActionData m_ActionData
bool HasProgress()
For UI: hiding of progress bar.
Definition actionbase.c:250
void CreateConditionComponents()
Definition actionbase.c:230
void OnFinishProgressServer(ActionData action_data)
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
override bool IsBaseFireplace()
DayZPlayerConstants
defined in C++
Definition dayzplayer.c:602