Dayz Explorer 1.28.160049
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actioncraftboneknifeenv.c
Go to the documentation of this file.
2{
3 private const float TIME_TO_CRAFT_KNIFE = 5;
4
5 override void CreateActionComponent()
6 {
7 m_ActionData.m_ActionComponent = new CAContinuousRepeat(TIME_TO_CRAFT_KNIFE);
8 }
9};
10
12{
14 {
15
17 m_CommandUID = DayZPlayerConstants.CMD_ACTIONFB_CRAFTING;
18 m_FullBody = true;
19 m_StanceMask = DayZPlayerConstants.STANCEMASK_ERECT;
20 m_SpecialtyWeight = UASoftSkillsWeight.ROUGH_HIGH;
21 m_Text = "#STR_CraftBoneKnife0";
22 }
23
24 override void CreateConditionComponents()
25 {
28 }
29
30 override bool ActionCondition( PlayerBase player, ActionTarget target, ItemBase item )
31 {
32 //Action not allowed if player has broken legs
33 if (player.GetBrokenLegs() == eBrokenLegs.BROKEN_LEGS)
34 return false;
35
36 Object targetObject = target.GetObject();
37 if ( targetObject.IsRock() )
38 {
39 return true;
40 }
41 return false;
42 }
43
44 override void OnFinishProgressServer( ActionData action_data )
45 {
46 EntityAI item_ingredient = action_data.m_MainItem;
47 EntityAI knife = action_data.m_Player.SpawnEntityOnGroundRaycastDispersed("BoneKnife");
48 action_data.m_MainItem.AddQuantity(-1);
49
50 MiscGameplayFunctions.TransferItemProperties(item_ingredient, knife);
51
52 }
53
54 override string GetSoundCategory(ActionData action_data)
55 {
56 return "BoneKnife_stone";
57 }
58
59};
ActionData m_ActionData
float m_SpecialtyWeight
Definition actionbase.c:77
int m_StanceMask
Definition actionbase.c:62
string m_Text
Definition actionbase.c:58
ref CCIBase m_ConditionItem
Definition actionbase.c:64
bool m_FullBody
Definition actionbase.c:61
ref CCTBase m_ConditionTarget
Definition actionbase.c:65
DayZPlayerConstants
defined in C++
Definition dayzplayer.c:602
eBrokenLegs
Definition ebrokenlegs.c:2