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