10 super.InitActionComponent();
23 m_SpecialtyWeight = UASoftSkillsWeight.PRECISE_LOW;
24 m_Text =
"#STR_ArmExplosive";
46 if (target.GetParent())
50 if (targetItem && targetItem.IsBeingPlaced())
55 return explosive && !explosive.GetArmed();
60 super.OnStartServer(action_data);
63 if (item.GetArmSoundset() !=
string.Empty)
64 item.StartItemSoundServer(SoundConstants.ITEM_EXPLOSIVE_ARM);
69 super.OnEndServer(action_data);
72 if (item.GetArmSoundset() !=
string.Empty)
73 item.StopItemSoundServer(SoundConstants.ITEM_EXPLOSIVE_ARM);
78 super.OnFinishProgressServer(action_data);
82 explosive.OnPlacementComplete(action_data.m_Player, explosive.GetPosition(), action_data.m_Player.GetOrientation());
ActionArmExplosiveCB ActionContinuousBaseCB ActionArmExplosive()
class ActionTargets ActionTarget
class DayZCreatureAnimInterface RegisterAnimationEvent(string event_name, string function_name)
override void CreateActionComponent()
override void InitActionComponent()
bool HasProgress()
For UI: hiding of progress bar.
void CreateConditionComponents()
void OnFinishProgressServer(ActionData action_data)
override void OnStartServer(ActionData action_data)
override void OnEndServer(ActionData action_data)
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
const float EXPLOSIVE_ARM
DayZPlayerConstants
defined in C++