17 m_SpecialtyWeight = UASoftSkillsWeight.ROUGH_HIGH;
18 m_Text =
"#build_stonecircle";
41 Object target_object = target.GetObject();
43 if ( target_object && target_object.IsFireplace() )
47 if ( fireplace_target.
IsBaseFireplace() && fireplace_target.CanBuildStoneCircle() )
58 Object target_object = action_data.m_Target.GetObject();
61 if ( fireplace_target.CanBuildStoneCircle() )
63 ItemBase attached_item =
ItemBase.Cast( fireplace_target.GetAttachmentByType( fireplace_target.ATTACHMENT_STONES ) );
70 fireplace_target.SetStoneCircleState(
true );
73 fireplace_target.SetLifetimeMax(
FireplaceBase.LIFETIME_FIREPLACE_STONE_CIRCLE );
ActionBuildStoneCircleCB ActionContinuousBaseCB ActionBuildStoneCircle()
void ActionTarget(Object object, Object parent, int componentIndex, vector cursorHitPos, float utility, string surfaceName="")
bool HasProgress()
For UI: hiding of progress bar.
void CreateConditionComponents()
override void CreateActionComponent()
void OnFinishProgressServer(ActionData action_data)
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
override bool IsBaseFireplace()
const float DEFAULT_CONSTRUCT
DayZPlayerConstants
defined in C++