actiondrinkwellcontinuous.c 2.1 KB

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  1. class ActionDrinkWellContinuousCB : ActionContinuousBaseCB
  2. {
  3. override void CreateActionComponent()
  4. {
  5. m_ActionData.m_ActionComponent = new CAContinuousRepeat(UATimeSpent.DRINK_WELL);
  6. }
  7. }
  8. class ActionDrinkWellContinuous: ActionContinuousBase
  9. {
  10. void ActionDrinkWellContinuous()
  11. {
  12. m_CallbackClass = ActionDrinkWellContinuousCB;
  13. m_CommandUID = DayZPlayerConstants.CMD_ACTIONFB_DRINKWELL;
  14. m_FullBody = true;
  15. m_StanceMask = DayZPlayerConstants.STANCEMASK_CROUCH;
  16. m_Text = "#drink";
  17. }
  18. override bool IsDrink()
  19. {
  20. return true;
  21. }
  22. override typename GetInputType()
  23. {
  24. return ContinuousInteractActionInput;
  25. }
  26. override bool CanBeUsedInFreelook()
  27. {
  28. return false;
  29. }
  30. override void CreateConditionComponents()
  31. {
  32. m_ConditionItem = new CCINone();
  33. m_ConditionTarget = new CCTCursor(UAMaxDistances.DEFAULT);
  34. }
  35. override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
  36. {
  37. if (item && item.IsHeavyBehaviour())
  38. return false;
  39. if (!player.CanEatAndDrink())
  40. return false;
  41. return target.GetObject() && (target.GetObject().GetWaterSourceObjectType() == EWaterSourceObjectType.WELL || target.GetObject().IsWell());
  42. }
  43. override void OnStart(ActionData action_data)
  44. {
  45. super.OnStart(action_data);
  46. action_data.m_Player.TryHideItemInHands(true);
  47. }
  48. override void OnEnd(ActionData action_data)
  49. {
  50. action_data.m_Player.TryHideItemInHands(false);
  51. }
  52. override void OnFinishProgressServer(ActionData action_data)
  53. {
  54. Param1<float> nacdata = Param1<float>.Cast(action_data.m_ActionComponent.GetACData());
  55. if (nacdata)
  56. {
  57. float amount = UAQuantityConsumed.DRINK;
  58. action_data.m_Player.Consume(null,amount, EConsumeType.ENVIRO_WELL);
  59. }
  60. if (action_data.m_Player.HasBloodyHands() && !action_data.m_Player.GetInventory().FindAttachment(InventorySlots.GLOVES))
  61. {
  62. action_data.m_Player.SetBloodyHandsPenalty();
  63. }
  64. }
  65. override void OnEndAnimationLoopServer(ActionData action_data)
  66. {
  67. if (action_data.m_Player.HasBloodyHands())
  68. {
  69. action_data.m_Player.InsertAgent(eAgents.CHOLERA, 1);
  70. }
  71. }
  72. override bool IsLockTargetOnUse()
  73. {
  74. return false;
  75. }
  76. }