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actionrepairitemwithblowtorch.c
Go to the documentation of this file.
1
class
ActionRepairItemWithBlowtorchCB
:
ActionContinuousBaseCB
2
{
3
override
void
CreateActionComponent()
4
{
5
m_ActionData
.m_ActionComponent =
new
CAContinuousRepeat
(
UATimeSpent
.BASEBUILDING_REPAIR_MEDIUM);
6
}
7
}
8
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class
ActionRepairItemWithBlowtorch
:
ActionContinuousBase
10
{
11
void
ActionRepairItemWithBlowtorch
()
12
{
13
m_CallbackClass =
ActionRepairItemWithBlowtorchCB
;
14
m_SpecialtyWeight = UASoftSkillsWeight.PRECISE_LOW;
15
16
m_CommandUID
=
DayZPlayerConstants
.CMD_ACTIONFB_FLAME_REPAIR;
17
m_StanceMask
=
DayZPlayerConstants
.STANCEMASK_ERECT |
DayZPlayerConstants
.STANCEMASK_CROUCH;
18
m_FullBody =
true
;
19
m_LockTargetOnUse =
false
;
20
m_Text =
"#repair"
;
21
}
22
23
override
void
CreateConditionComponents
()
24
{
25
m_ConditionItem =
new
CCINonRuined
();
26
m_ConditionTarget =
new
CCTCursor
(
UAMaxDistances
.REPAIR);
27
}
28
29
override
bool
ActionCondition
(
PlayerBase
player, ActionTarget target,
ItemBase
item)
30
{
31
PluginRepairing moduleRepairing;
32
Class
.CastTo(moduleRepairing,
GetPlugin
(PluginRepairing));
33
Blowtorch bt = Blowtorch.Cast(item);
34
35
return
bt.HasEnoughEnergyForRepair(
UATimeSpent
.BASEBUILDING_REPAIR_MEDIUM) && moduleRepairing && moduleRepairing.CanRepair(item, target.GetObject());
36
}
37
38
override
void
OnStartAnimationLoopServer
(ActionData action_data)
39
{
40
super.OnStartAnimationLoopServer(action_data);
41
42
action_data.m_MainItem.GetCompEM().SwitchOn();
43
}
44
45
override
void
OnFinishProgressServer
(ActionData action_data)
46
{
47
super.OnFinishProgressServer(action_data);
48
49
ItemBase
targetItem =
ItemBase
.Cast(action_data.m_Target.GetObject());
50
if
(targetItem)
51
{
52
PluginRepairing moduleRepairing;
53
Class
.CastTo(moduleRepairing,
GetPlugin
(PluginRepairing));
54
moduleRepairing.Repair(action_data.m_Player, action_data.m_MainItem, targetItem, m_SpecialtyWeight);
55
}
56
}
57
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override
void
OnEndServer
(ActionData action_data)
59
{
60
super.OnEndServer(action_data);
61
62
action_data.m_MainItem.GetCompEM().SwitchOff();
63
}
64
}
m_CommandUID
int m_CommandUID
Definition
actionbase.c:31
m_StanceMask
int m_StanceMask
Definition
actionbase.c:33
ActionRepairItemWithBlowtorch
ActionRepairItemWithBlowtorchCB ActionContinuousBaseCB ActionRepairItemWithBlowtorch()
Definition
actionrepairitemwithblowtorch.c:11
ActionBaseCB::m_ActionData
ActionData m_ActionData
Definition
animatedactionbase.c:3
ActionBase::CreateConditionComponents
void CreateConditionComponents()
Definition
actionbase.c:230
ActionContinuousBaseCB
Definition
actioncontinuousbase.c:2
ActionContinuousBase
Definition
actioncontinuousbase.c:121
ActionContinuousBase::OnStartAnimationLoopServer
void OnStartAnimationLoopServer(ActionData action_data)
Definition
actioncontinuousbase.c:266
ActionContinuousBase::OnFinishProgressServer
void OnFinishProgressServer(ActionData action_data)
Definition
actioncontinuousbase.c:283
ActionRepairItemWithBlowtorchCB
Definition
actionrepairitemwithblowtorch.c:2
AnimatedActionBase::OnEndServer
override void OnEndServer(ActionData action_data)
Definition
animatedactionbase.c:497
AnimatedActionBase::ActionCondition
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
Definition
animatedactionbase.c:240
CAContinuousRepeat
Definition
cacontinuousrepeat.c:2
CCINonRuined
Definition
ccinonruined.c:2
CCTCursor
Definition
cctcursor.c:2
Class
Super root of all classes in Enforce script.
Definition
enscript.c:11
ItemBase
Definition
inventoryitem.c:731
PlayerBase
Definition
playerbaseclient.c:2
UAMaxDistances
Definition
actionconstants.c:110
UATimeSpent
Definition
actionconstants.c:28
DayZPlayerConstants
DayZPlayerConstants
defined in C++
Definition
dayzplayer.c:602
GetPlugin
PluginBase GetPlugin(typename plugin_type)
Definition
pluginmanager.c:316
Daten
4_world
classes
useractionscomponent
actions
continuous
actionrepairitemwithblowtorch.c
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