2class RepairMotorbikePartActionData : RepairVehiclePartActionData {}
8 m_ActionData.m_ActionComponent =
new CAContinuousRepeat(UATimeSpent.BASEBUILDING_REPAIR_FAST);
37 Object targetObject = target.GetObject();
38 Object targetParent = target.GetParent();
39 MotorbikePart motorbikePart = MotorbikePart.Cast(targetObject);
41 if (!motorbikePart || !player)
49 if (targetParent != null)
52 bool isPresent = motorbikePart.GetInventory().GetCurrentInventoryLocation(loc);
54 if (!isPresent || loc.
GetSlot() == -1)
58 int zoneHP = motorbikePart.GetHealthLevel(
"");
69 string damageZone = RepairMotorbikePartActionData.Cast(action_data).m_DamageZone;
70 if (!
g_Game.IsMultiplayer())
75 MotorbikePart motorbikePart = MotorbikePart.Cast(tgObject);
79 float zoneMax = motorbikePart.GetMaxHealth(
"",
"");
104 int qnt = action_data.
m_MainItem.GetQuantity();
105 qnt -= action_data.
m_MainItem.GetQuantityMax() * 0.25;
117 RepairMotorbikePartActionData actionData =
new RepairMotorbikePartActionData();
123 super.WriteToContext(ctx, action_data);
124 RepairMotorbikePartActionData repairActionData;
129 ctx.
Write(repairActionData.m_DamageZone);
135 if (!action_recive_data)
138 super.ReadFromContext(ctx, action_recive_data);
155 super.HandleReciveData(action_recive_data, action_data);
158 RepairMotorbikePartActionData.Cast(action_data).m_DamageZone = receiveDataRepair.
m_DamageZoneRecived;
ref CCIBase m_ConditionItem
ref CCTBase m_ConditionTarget
ActionEat CreateActionComponent
void ActionTarget(Object object, Object parent, int componentIndex, vector cursorHitPos, float utility, string surfaceName="")
ref ActionTarget m_Target
override void HandleReciveData(ActionReciveData action_recive_data, ActionData action_data)
override bool ReadFromContext(ParamsReadContext ctx, out ActionReciveData action_recive_data)
override void OnFinishProgressServer(ActionData action_data)
void ActionRepairMotorbikePart()
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
override void WriteToContext(ParamsWriteContext ctx, ActionData action_data)
override void CreateConditionComponents()
override bool CanBeUsedWithBrokenLegs()
override ActionData CreateActionData()
string m_CurrentDamageZone
Super root of all classes in Enforce script.
proto native int GetSlot()
returns slot id if current type is Attachment
override bool SetQuantity(float value, bool destroy_config=true, bool destroy_forced=false, bool allow_client=false, bool clamp_to_stack_max=true)
string m_DamageZoneRecived
proto bool Write(void value_out)
proto bool Read(void value_in)
DayZPlayerConstants
defined in C++
Serializer ParamsReadContext
Serializer ParamsWriteContext
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.
const float DAMAGE_BADLY_DAMAGED_VALUE
const float DAMAGE_RUINED_VALUE
const float DAMAGE_DAMAGED_VALUE
const int STATE_BADLY_DAMAGED
static float RandomFloatInclusive(float min, float max)
Returns a random float number between and min [inclusive] and max [inclusive].
static proto float Clamp(float value, float min, float max)
Clamps 'value' to 'min' if it is lower than 'min', or to 'max' if it is higher than 'max'.