Dayz Explorer 1.28.160049
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actionrepaircarenginewithblowtorch.c
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2{
3 override void CreateActionComponent()
4 {
5 m_ActionData.m_ActionComponent = new CAContinuousRepeat(UATimeSpent.BASEBUILDING_REPAIR_MEDIUM);
6 }
7}
8
10{
12 {
14 m_CommandUID = DayZPlayerConstants.CMD_ACTIONFB_FLAME_REPAIR;
15 m_StanceMask = DayZPlayerConstants.STANCEMASK_ERECT | DayZPlayerConstants.STANCEMASK_CROUCH;
16 }
17
18 override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
19 {
20 Blowtorch bt = Blowtorch.Cast(item);
21 return super.ActionCondition(player, target, item) && bt.HasEnoughEnergyForRepair(UATimeSpent.BASEBUILDING_REPAIR_MEDIUM);
22 }
23
24 override void OnStartAnimationLoopServer(ActionData action_data)
25 {
26 super.OnStartAnimationLoopServer(action_data);
27
28 action_data.m_MainItem.GetCompEM().SwitchOn();
29 }
30
31 override void OnFinishProgressServer(ActionData action_data)
32 {
33 super.OnFinishProgressServer(action_data);
34 }
35
36 override void OnEndServer(ActionData action_data)
37 {
38 super.OnEndServer(action_data);
39
40 action_data.m_MainItem.GetCompEM().SwitchOff();
41 }
42}
override void OnFinishProgressServer(ActionData action_data)
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
override void OnEndServer(ActionData action_data)
int m_CommandUID
Definition actionbase.c:31
int m_StanceMask
Definition actionbase.c:33
override void OnStartAnimationLoopServer(ActionData action_data)
void ActionRepairCarEngine()
ActionRepairCarEngineWithBlowtorchCB ActionRepairCarEngineCB ActionRepairCarEngineWithBlowtorch()
ActionData m_ActionData
DayZPlayerConstants
defined in C++
Definition dayzplayer.c:602