Dayz Explorer 1.28.160049
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actioncraftarmband.c
Go to the documentation of this file.
2{
3 override void CreateActionComponent()
4 {
5 m_ActionData.m_ActionComponent = new CAContinuousTime(UATimeSpent.BANDAGE);
6 }
7}
8
10{
12 {
13 m_CallbackClass = ActionCraftArmbandCB;
14 m_CommandUID = DayZPlayerConstants.CMD_ACTIONFB_CRAFTING;
15 m_FullBody = true;
16 m_StanceMask = DayZPlayerConstants.STANCEMASK_CROUCH;
17 m_SpecialtyWeight = UASoftSkillsWeight.PRECISE_LOW;
18 m_Text = "#STR_craftarmband0";
19 }
20
22 {
23 m_ConditionItem = new CCINonRuined();
24 m_ConditionTarget = new CCTSelf();
25 }
26
27 override bool HasTarget()
28 {
29 return false;
30 }
31
32 override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
33 {
34 return true;
35 }
36
37 override void OnFinishProgressServer(ActionData action_data)
38 {
39 EntityAI armband = action_data.m_Player.SpawnEntityOnGroundRaycastDispersed("Armband_White");
40 action_data.m_MainItem.AddQuantity(-1);
41
42 MiscGameplayFunctions.TransferItemProperties(action_data.m_MainItem, armband);
43 }
44
45 override string GetSoundCategory(ActionData action_data)
46 {
47 return "ImprovisedCloth_craft";
48 }
49}
int m_CommandUID
Definition actionbase.c:31
int m_StanceMask
Definition actionbase.c:33
ActionCraftArmbandCB ActionContinuousBaseCB ActionCraftArmband()
ActionData m_ActionData
bool HasTarget()
Definition actionbase.c:244
string GetSoundCategory(ActionData action_data)
void CreateConditionComponents()
Definition actionbase.c:230
void OnFinishProgressServer(ActionData action_data)
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
DayZPlayerConstants
defined in C++
Definition dayzplayer.c:602