14 m_SpecialtyWeight = UASoftSkillsWeight.PRECISE_LOW;
19 m_LockTargetOnUse =
false;
31 PluginRepairing moduleRepairing;
33 Blowtorch bt = Blowtorch.Cast(item);
40 super.OnStartAnimationLoopServer(action_data);
42 action_data.m_MainItem.GetCompEM().SwitchOn();
47 super.OnFinishProgressServer(action_data);
52 PluginRepairing moduleRepairing;
54 moduleRepairing.Repair(action_data.m_Player, action_data.m_MainItem, targetItem, m_SpecialtyWeight);
60 super.OnEndServer(action_data);
62 action_data.m_MainItem.GetCompEM().SwitchOff();
ActionRepairItemWithBlowtorchCB ActionContinuousBaseCB ActionRepairItemWithBlowtorch()
class ActionTargets ActionTarget
PluginBase GetPlugin(typename plugin_type)
void CreateConditionComponents()
void OnStartAnimationLoopServer(ActionData action_data)
void OnFinishProgressServer(ActionData action_data)
override void CreateActionComponent()
override void OnEndServer(ActionData action_data)
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
Super root of all classes in Enforce script.
const float BASEBUILDING_REPAIR_MEDIUM
DayZPlayerConstants
defined in C++
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.