21 override ActionData CreateActionData()
28 override bool CanBeUsedInFreelook()
33 override void OnActionInfoUpdate(
PlayerBase player, ActionTarget target,
ItemBase item )
35 m_Text =
"#harvest" +
" " + GetYieldName(player, target, item);
41 Object targetObject = target.GetObject();
50 wood.GetMaterialAndQuantityMapEx(item, output_map,
m_HarvestType);
54 rock.GetMaterialAndQuantityMap(item, output_map);
56 if (output_map.Count() > 0)
58 yieldName = MiscGameplayFunctions.GetItemDisplayName(output_map.GetKey(0));
70 m_CallbackClass = ActionMineTreeCB;
74 m_SpecialtyWeight = UASoftSkillsWeight.ROUGH_HIGH;
86 if (player.GetBrokenLegs() ==
eBrokenLegs.BROKEN_LEGS)
89 Object targetObject = target.GetObject();
91 return targetObject.IsTree() && targetObject.IsCuttable();
97 if (!action_data.m_Player.IsPlayerInStance(action_data.m_PossibleStanceMask) || !m_ConditionItem || !m_ConditionItem.CanContinue(action_data.m_Player,action_data.m_MainItem))
106 if (mad.m_EffecterID == -1)
123 super.OnEndServer(action_data);
override void CreateConditionComponents()
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
override void OnEndServer(ActionData action_data)
override bool ActionConditionContinue(ActionData action_data)
override void OnExecuteServer(ActionData action_data)
override bool CanContinue(ActionData action_data)
not checking target damage anymore, callback takes care of that
override bool HasMultipleExecution(ActionData action_data)
ActionMineBase ActionContinuousBase ActionMineTree()
EHarvestType m_HarvestType
MineActionData TIME_BETWEEN_MATERIAL_DROPS_DEFAULT
void CreateActionComponent()
Manager class for managing Effect (EffectParticle, EffectSound)
static void DestroyEffecterParticleServer(int effecterID)
static int CreateParticleServer(vector pos, EffecterParameters parameters)
returns unique effecter ID
static void ReactivateParticleServer(int effecterID)
DayZPlayerConstants
defined in C++