class ActionManipulateFlagCB : ActionContinuousBaseCB { override void CreateActionComponent() { m_ActionData.m_ActionComponent = new CAContinuousRepeat(1); } }; class ActionRaiseFlag: ActionContinuousBase { void ActionRaiseFlag() { m_CallbackClass = ActionManipulateFlagCB; m_CommandUID = DayZPlayerConstants.CMD_ACTIONFB_RAISE_FLAG; m_FullBody = true; m_StanceMask = DayZPlayerConstants.STANCEMASK_ERECT; m_Text = "#raise_flag"; } override void CreateConditionComponents() { m_ConditionTarget = new CCTCursor; m_ConditionItem = new CCINone; } override typename GetInputType() { return ContinuousInteractActionInput; } override bool HasTarget() { return true; } override bool HasProgress() { return true; } override bool ActionCondition( PlayerBase player, ActionTarget target, ItemBase item ) { TerritoryFlag totem = TerritoryFlag.Cast( target.GetObject() ); if (!totem) return false; float state = totem.GetAnimationPhase("flag_mast"); if ( totem.FindAttachmentBySlotName("Material_FPole_Flag") && state > 0 ) { return true; } return false; } override void OnFinishProgressServer( ActionData action_data ) { TerritoryFlag totem = TerritoryFlag.Cast( action_data.m_Target.GetObject() ); if ( totem ) { totem.AnimateFlagEx(totem.GetAnimationPhase("flag_mast") - UAMisc.FLAG_STEP_INCREMENT, action_data.m_Player); totem.AddRefresherTime01(UAMisc.FLAG_STEP_INCREMENT); } } };