19 super.CreateAndSetupActionCallback(action_data);
24 if (action_data.m_Callback)
26 array<vector> data = reservoir.GetValveAligningPointsWS(reservoir.GetTurnableValveIndex(action_data.m_Target.GetComponentIndex()));
28 vector direction = data[1] - data[0];
30 action_data.m_Callback.SetAligning(position, direction.
Normalized());
37 super.OnStartAnimationLoopServer(action_data);
42 reservoir.OnValveManipulationStart(reservoir.GetTurnableValveIndex(action_data.m_Target.GetComponentIndex()));
48 super.OnEndAnimationLoop(action_data);
53 reservoir.OnValveManipulationCanceled(reservoir.GetTurnableValveIndex(action_data.m_Target.GetComponentIndex()));
59 super.OnFinishProgressServer(action_data);
64 reservoir.OnValveManipulationEnd(reservoir.GetTurnableValveIndex(action_data.m_Target.GetComponentIndex()));
override void OnFinishProgressServer(ActionData action_data)
override void OnEndAnimationLoop(ActionData action_data)
override void OnStartAnimationLoopServer(ActionData action_data)
ActionTurnValveCB ActionContinuousBaseCB ActionTurnValve()
ActionTurnValveUndergroundReservoirCB ActionTurnValveCB ActionTurnValveUndergroundReservoir()
void CreateAndSetupActionCallback(ActionData action_data)
void Land_Underground_WaterReservoir()
override void CreateActionComponent()
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
proto vector Normalized()
return normalized vector (keeps orginal vector untouched)