DayZ 1.30
DayZ Explorer by KGB
 
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ActionBuildStoneCircle.c
См. документацию.
2{
3 override void CreateActionComponent()
4 {
6 }
7}
8
10{
12 {
13 m_CallbackClass = ActionBuildStoneCircleCB;
14 m_CommandUID = DayZPlayerConstants.CMD_ACTIONFB_CRAFTING;
15 m_FullBody = true;
16 m_StanceMask = DayZPlayerConstants.STANCEMASK_CROUCH;
17 m_SpecialtyWeight = UASoftSkillsWeight.ROUGH_HIGH;
18 m_Text = "#build_stonecircle";
19
20 }
21
28
29 override typename GetInputType()
30 {
32 }
33
34 override bool HasProgress()
35 {
36 return true;
37 }
38
39 override bool ActionCondition( PlayerBase player, ActionTarget target, ItemBase item )
40 {
41 Object target_object = target.GetObject();
42
43 if ( target_object && target_object.IsFireplace() )
44 {
45 FireplaceBase fireplace_target = FireplaceBase.Cast( target_object );
46
47 if ( fireplace_target.IsBaseFireplace() && fireplace_target.CanBuildStoneCircle() )
48 {
49 return true;
50 }
51 }
52
53 return false;
54 }
55
56 override void OnFinishProgressServer( ActionData action_data )
57 {
58 Object target_object = action_data.m_Target.GetObject();
59 FireplaceBase fireplace_target = FireplaceBase.Cast( target_object );
60
61 if ( fireplace_target.CanBuildStoneCircle() )
62 {
63 ItemBase attached_item = ItemBase.Cast( fireplace_target.GetAttachmentByType( fireplace_target.ATTACHMENT_STONES ) );
64
65 /*InventoryLocation inventory_location = new InventoryLocation;
66 attached_item.GetInventory().GetCurrentInventoryLocation( inventory_location );
67 fireplace_target.GetInventory().SetSlotLock( inventory_location.GetSlot(), true );*/
68
69 //set oven state
70 fireplace_target.SetStoneCircleState( true );
71
72 // extend lifetime
73 fireplace_target.SetLifetimeMax( FireplaceBase.LIFETIME_FIREPLACE_STONE_CIRCLE );
74 }
75 }
76}
bool m_FullBody
Определения ActionBase.c:60
string m_Text
Определения ActionBase.c:57
void CreateConditionComponents()
Определения ActionBase.c:245
ref CCIBase m_ConditionItem
Определения ActionBase.c:63
float m_SpecialtyWeight
Определения ActionBase.c:77
ref CCTBase m_ConditionTarget
Определения ActionBase.c:64
int m_StanceMask
Определения ActionBase.c:61
bool HasProgress()
For UI: hiding of progress bar.
Определения ActionBase.c:265
ActionBuildStoneCircleCB ActionContinuousBaseCB ActionBuildStoneCircle()
Определения ActionBuildStoneCircle.c:11
void ActionTarget(Object object, Object parent, int componentIndex, vector cursorHitPos, float utility, string surfaceName="")
Определения ActionTargets.c:125
ActionData m_ActionData
Определения AnimatedActionBase.c:3
override void CreateActionComponent()
Определения ActionBuildStoneCircle.c:3
override GetInputType()
Определения ActionContinuousBase.c:179
void OnFinishProgressServer(ActionData action_data)
Определения ActionContinuousBase.c:289
ref ActionTarget m_Target
Определения ActionBase.c:39
Определения ActionBase.c:22
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
Определения AnimatedActionBase.c:244
Определения CCINotPresent.c:2
Определения CCTNonRuined.c:2
override bool IsBaseFireplace()
Определения BarrelHoles_ColorBase.c:54
Определения ObjectTyped.c:2
Определения PlayerBaseClient.c:2
const float DEFAULT
Определения ActionConstants.c:114
const float DEFAULT_CONSTRUCT
Определения ActionConstants.c:33
Определения ActionConstants.c:28
DayZPlayerConstants
defined in C++
Определения dayzplayer.c:602