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firearmactionunjam.c
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1class FirearmActionUnjam : FirearmActionBase
2{
3 void FirearmActionUnjam()
4 {
5 }
6
7 override bool HasTarget()
8 {
9 return false;
10 }
11
12 override typename GetInputType()
13 {
15 }
16
17 override void CreateConditionComponents()
18 {
21 }
22
23 override bool HasProgress()
24 {
25 return false;
26 }
27
28
29 override bool ActionCondition( PlayerBase player, ActionTarget target, ItemBase item ) //condition for action
30 {
31 if (!super.ActionCondition( player, target, item ))
32 return false;
33
34 Weapon_Base wpn = Weapon_Base.Cast(item);
35 return player.GetWeaponManager().CanUnjam(wpn);
36 }
37
38 override void Start( ActionData action_data )
39 {
40 super.Start( action_data );
41
42 action_data.m_Player.GetWeaponManager().Unjam( this );
43 }
44};
ActionBase ActionData
Definition actionbase.c:30
bool HasProgress()
For UI: hiding of progress bar.
Definition actionbase.c:256
bool HasTarget()
Definition actionbase.c:250
ref CCIBase m_ConditionItem
Definition actionbase.c:70
void CreateConditionComponents()
Definition actionbase.c:236
ref CCTBase m_ConditionTarget
Definition actionbase.c:71
void Start()
Plays all elements this effects consists of.
Definition effect.c:157