//!DEPRECATED class ActionBuildPartSwitch: ActionSingleUseBase { void ActionBuildPartSwitch() { //m_StanceMask = DayZPlayerConstants.STANCEMASK_NOTRAISED; m_StanceMask = DayZPlayerConstants.STANCEMASK_ERECT; m_FullBody = true; m_Text = "#switch_to_the_next_part"; } override void CreateConditionComponents() { m_ConditionItem = new CCINonRuined; m_ConditionTarget = new CCTNonRuined(UAMaxDistances.BASEBUILDING); } override bool IsInstant() { return true; } override bool RemoveForceTargetAfterUse() { return false; } override bool UseAcknowledgment() { return true; } override bool CanBeUsedLeaning() { return false; } 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(); } }