//!DEPRECATED class ActionHandsPartSwitch: ActionSingleUseBase { void ActionHandsPartSwitch() { } override void CreateConditionComponents() { m_ConditionItem = new CCINone; //'CCINotPresent' to perfom with empty hands only m_ConditionTarget = new CCTCursor; m_Text = "#switch_to_the_next_part"; } override bool IsInstant() { return true; } override typename GetInputType() { return InteractActionInput; } override bool RemoveForceTargetAfterUse() { return false; } override bool UseAcknowledgment() { return true; } override bool ActionCondition( PlayerBase player, ActionTarget target, ItemBase item ) { return false; } //------------------------------------------------- override void OnStartClient(ActionData action_data) { super.OnStartClient( action_data ); SetNextIndex(action_data); } override void OnStartServer(ActionData action_data) { super.OnStartServer( action_data ); if (!GetGame().IsMultiplayer()) SetNextIndex(action_data); } void SetNextIndex(ActionData action_data) { ConstructionActionData construction_action_data = action_data.m_Player.GetConstructionActionData(); construction_action_data.SetNextIndex(); } }