37 Object tgObject = action_data.m_Target.GetObject();
39 string damageZone = RepairVehiclePartActionData.Cast(action_data).m_DamageZone;
43 if (tgObject && damageZone !=
"")
49 float zoneMax = vehicle.GetMaxHealth(damageZone,
"");
70 if (action_data.m_MainItem.HasQuantity())
72 if (action_data.m_MainItem.GetQuantity() > 1)
74 int qnt = action_data.m_MainItem.GetQuantity() - action_data.m_MainItem.GetQuantityMax() * 0.25;
75 action_data.m_MainItem.SetQuantity(qnt);
79 action_data.m_MainItem.Delete();
86 RepairVehiclePartActionData actionData =
new RepairVehiclePartActionData();
92 super.WriteToContext(ctx, action_data);
93 RepairVehiclePartActionData repairActionData;
98 ctx.
Write(repairActionData.m_DamageZone);
104 if (!action_recive_data)
109 super.ReadFromContext(ctx, action_recive_data);
128 super.HandleReciveData(action_recive_data, action_data);
131 RepairVehiclePartActionData.Cast(action_data).m_DamageZone = recieveDataRepair.
m_DamageZoneRecived;
RepairTentActionReciveData m_DamageZone
ref CCIBase m_ConditionItem
ref CCTBase m_ConditionTarget
void ActionContinuousBase()
string m_CurrentDamageZone
override void CreateConditionComponents()
override void OnFinishProgressServer(ActionData action_data)
void AdjustItemQuantityServer(ActionData action_data)
override void HandleReciveData(ActionReciveData action_recive_data, ActionData action_data)
void AdjustVehicleHealthServer(ActionData action_data)
override void WriteToContext(ParamsWriteContext ctx, ActionData action_data)
override ActionData CreateActionData()
override bool ReadFromContext(ParamsReadContext ctx, out ActionReciveData action_recive_data)
override void CreateActionComponent()
Super root of all classes in Enforce script.
string m_DamageZoneRecived
proto bool Write(void value_out)
proto bool Read(void value_in)
Base native class for all motorized wheeled vehicles.
const float BASEBUILDING_REPAIR_FAST
Serializer ParamsReadContext
proto native CGame GetGame()
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'.