Dayz Explorer 1.28.160049
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actionsetalarmclock.c
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2{
3 const float TIME_TO_COMPLETE = 24.0;
4
5 override void CreateActionComponent()
6 {
7 m_ActionData.m_ActionComponent = new CAContinuousRepeat(TIME_TO_COMPLETE);
9 CAContinuousRepeat.Cast(m_ActionData.m_ActionComponent).SetProgress(alarm.GetAnimationPhase("ClockAlarm") * TIME_TO_COMPLETE);
10 }
11};
12
14{
16 {
17 m_CommandUID = DayZPlayerConstants.CMD_ACTIONMOD_SET_ALARM;
18 m_CommandUIDProne = DayZPlayerConstants.CMD_ACTIONFB_SET_ALARM;
20
22 m_Text = "#STR_SetAlarm0";
23 }
24
25 override void CreateConditionComponents()
26 {
29 }
30
31 override bool HasProneException()
32 {
33 return true;
34 }
35
36 override bool HasTarget()
37 {
38 return false;
39 }
40
41 override void OnStart(ActionData action_data)
42 {
43 }
44
45 override bool ActionCondition( PlayerBase player, ActionTarget target, ItemBase item )
46 {
47 return true;
48 }
49
50 override void OnEndServer(ActionData action_data)
51 {
52 super.OnEndServer(action_data);
53
54 float progress = action_data.m_Callback.GetActionComponentProgress();
55 AlarmClock_ColorBase clock = AlarmClock_ColorBase.Cast(action_data.m_MainItem);
56 clock.SetAlarmTimeServer(progress);
57 }
58
59 override void OnUpdate(ActionData action_data)
60 {
61 if (action_data.m_Callback)
62 {
63 float progress = action_data.m_Callback.GetActionComponentProgress();
64 AlarmClock_ColorBase alarm = AlarmClock_ColorBase.Cast(action_data.m_MainItem);
65 alarm.SetAnimationPhaseNow("ClockAlarm", progress);
66 }
67 }
68
69};
ActionData m_ActionData
float m_SpecialtyWeight
Definition actionbase.c:77
string m_Text
Definition actionbase.c:58
ref CCIBase m_ConditionItem
Definition actionbase.c:64
ref CCTBase m_ConditionTarget
Definition actionbase.c:65
void SetProgress(float value)
DayZPlayerConstants
defined in C++
Definition dayzplayer.c:602