45 if (player.GetBrokenLegs() ==
eBrokenLegs.BROKEN_LEGS)
63 if ( construction.CanDestroyPart( construction_part.
GetPartName() ) )
68 DamageSystem.GetDamageZoneFromComponentName(ent,part_name,zone_name);
72 ent.AddHealth(zone_name,
"Health",-(ent.GetMaxHealth(zone_name,
"")/
CYCLES));
73 if (ent.GetHealth(zone_name,
"Health") < 1)
88 Object target_object = target.GetObject();
89 if ( target_object && target_object.CanUseConstruction() )
91 string part_name = target_object.GetActionComponentName( target.GetComponentIndex() );
95 ConstructionPart construction_part = construction.GetConstructionPartToDestroy( part_name );
97 if ( construction_part )
100 if ( !player.GetInputController().CameraIsFreeLook() &&
IsInReach(player, target,
UAMaxDistances.
DEFAULT) && !player.GetInputController().CameraIsFreeLook() )
107 if ( !ent.IsFacingCamera( part_name ) )
127 return " destroyed " + action_data.
m_Target.GetObject().GetDisplayName() +
" with " + action_data.
m_MainItem.GetDisplayName();
const int AT_DESTROY_PART
bool IsInReach(PlayerBase player, ActionTarget target, float maxDistance=1.0)
ref CCIBase m_ConditionItem
ref CCTBase m_ConditionTarget
void ActionTarget(Object object, Object parent, int componentIndex, vector cursorHitPos, float utility, string surfaceName="")
void ConstructionBase(EntityAI parent)
void ActionContinuousBase()
ref ActionTarget m_Target
bool DestroyCondition(PlayerBase player, ActionTarget target, ItemBase item, bool camera_check)
override void OnActionInfoUpdate(PlayerBase player, ActionTarget target, ItemBase item)
override void OnFinishProgressServer(ActionData action_data)
override bool CanBeUsedLeaning()
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
override void CreateConditionComponents()
override bool ActionConditionContinue(ActionData action_data)
override string GetAdminLogMessage(ActionData action_data)
override void CreateActionComponent()
ConstructionPart GetTargetPart()
void SetTargetPart(ConstructionPart target_part)
Instanced construction part data classes for dynamic data, statics now stored on EntityType level in ...
const float DEFAULT_DESTROY
DayZPlayerConstants
defined in C++