49 super.OnEndServer(action_data);
51 float progress = action_data.m_Callback.GetActionComponentProgress();
63 float progress = action_data.m_Callback.GetActionComponentProgress();
65 clock.SetAnimationPhaseNow(
"ClockAlarm", progress);
class ActionTargets ActionTarget
ref CCIBase m_ConditionItem
ref CCTBase m_ConditionTarget
void ActionContinuousBase()
void ActionSetKitchenTimer()
override void OnEndAnimationLoopServer(ActionData action_data)
override bool HasProneException()
override void OnUpdate(ActionData action_data)
override bool HasTarget()
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
override void OnEndServer(ActionData action_data)
override void CreateConditionComponents()
override void CreateActionComponent()
const float TIME_TO_COMPLETE
void SetProgress(float value)
override void SetAlarmTimeServer(float time01)
DayZPlayerConstants
defined in C++