4class RepairCarPartActionData : RepairVehiclePartActionData
11 m_ActionData.m_ActionComponent =
new CAContinuousRepeat(UATimeSpent.BASEBUILDING_REPAIR_FAST);
41 if (player.GetBrokenLegs() ==
eBrokenLegs.BROKEN_LEGS)
44 Object targetObject = target.GetObject();
45 Object targetParent = target.GetParent();
48 if (!carDoor || !player)
57 if (targetParent != null)
60 bool isPresent = carDoor.GetInventory().GetCurrentInventoryLocation(loc);
62 if (!isPresent || loc.
GetSlot() == -1)
71 int zoneHP = carDoor.GetHealthLevel(
"");
82 string damageZone = RepairCarPartActionData.Cast(action_data).m_DamageZone;
83 if (!
g_Game.IsMultiplayer())
92 float zoneMax = carDoor.GetMaxHealth(
"",
"");
117 int qnt = action_data.
m_MainItem.GetQuantity();
118 qnt -= action_data.
m_MainItem.GetQuantityMax() * 0.25;
130 RepairCarPartActionData actionData =
new RepairCarPartActionData();
136 super.WriteToContext(ctx, action_data);
137 RepairCarPartActionData repairActionData;
142 ctx.
Write(repairActionData.m_DamageZone);
148 if (!action_recive_data)
151 super.ReadFromContext(ctx, action_recive_data);
168 super.HandleReciveData(action_recive_data, action_data);
171 RepairCarPartActionData.Cast(action_data).m_DamageZone = reciveDataRepair.
m_DamageZoneRecived;
ref CCIBase m_ConditionItem
ref CCTBase m_ConditionTarget
ActionEat CreateActionComponent
void ActionTarget(Object object, Object parent, int componentIndex, vector cursorHitPos, float utility, string surfaceName="")
PlayerSpawnPreset slotName
void ActionContinuousBase()
ref ActionTarget m_Target
override void WriteToContext(ParamsWriteContext ctx, ActionData action_data)
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
string m_CurrentDamageZone
int m_LastValidComponentIndex
override ActionData CreateActionData()
override void CreateConditionComponents()
void ActionRepairCarPart()
override void OnFinishProgressServer(ActionData action_data)
override bool ReadFromContext(ParamsReadContext ctx, out ActionReciveData action_recive_data)
override void HandleReciveData(ActionReciveData action_recive_data, ActionData action_data)
override int GetCarDoorsState(string slotType)
Super root of all classes in Enforce script.
proto native int GetSlot()
returns slot id if current type is Attachment
static proto native owned string GetSlotName(int id)
converts slot_id to string
provides access to slot configuration
override bool SetQuantity(float value, bool destroy_config=true, bool destroy_forced=false, bool allow_client=false, bool clamp_to_stack_max=true)
string m_DamageZoneRecived
proto bool Write(void value_out)
proto bool Read(void value_in)
DayZPlayerConstants
defined in C++
Serializer ParamsReadContext
Serializer ParamsWriteContext
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.
const float DAMAGE_BADLY_DAMAGED_VALUE
const float DAMAGE_RUINED_VALUE
const float DAMAGE_DAMAGED_VALUE
const int STATE_BADLY_DAMAGED
static float RandomFloatInclusive(float min, float max)
Returns a random float number between and min [inclusive] and max [inclusive].
static proto float Clamp(float value, float min, float max)
Clamps 'value' to 'min' if it is lower than 'min', or to 'max' if it is higher than 'max'.