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- class SequentialActionData : ActionData
- {
- int m_Stage;
- void MultiStageBaseActionData()
- {
- m_Stage = 0;
- }
- }
- class ActionSequentialBase : ActionBase
- {
- void ActionMultiStageBase()
- {
- }
-
- override ActionData CreateActionData()
- {
- ActionData action_data = new SequentialActionData;
- return action_data;
- }
-
- override int GetStanceMask(PlayerBase player)
- {
- return DayZPlayerConstants.STANCEMASK_ALL;
- }
-
- override int GetActionCategory()
- {
- return AC_SINGLE_USE;
- }
- override typename GetInputType()
- {
- return DefaultActionInput;
- }
-
- override bool CanBePerformedFromInventory()
- {
- return true;
- }
-
- override bool CanBeUsedOnBack()
- {
- return true;
- }
-
- override bool CanBeUsedRaised()
- {
- return true;
- }
-
- override void Start( ActionData action_data )
- {
- super.Start( action_data );
-
- SequentialActionData ad = SequentialActionData.Cast( action_data );
- OnStageStart( ad );
- }
-
- void SetStage(int stage, SequentialActionData action_data)
- {
- OnStageEnd(action_data);
- action_data.m_Stage = stage;
- OnStageStart(action_data);
- }
-
- void OnStageStart(SequentialActionData action_data)
- {
- }
-
- void OnStageEnd(SequentialActionData action_data)
- {
- }
-
- override float GetProgress( ActionData action_data )
- {
- return -1;
- }
- };
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