actioncraftimprovisedeyepatch.c 1.3 KB

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  1. class ActionCraftImprovisedEyePatchCB : ActionContinuousBaseCB
  2. {
  3. override void CreateActionComponent()
  4. {
  5. m_ActionData.m_ActionComponent = new CAContinuousTime(UATimeSpent.DEFAULT_REPAIR_CYCLE);
  6. }
  7. };
  8. class ActionCraftImprovisedEyePatch: ActionContinuousBase
  9. {
  10. void ActionCraftImprovisedEyePatch()
  11. {
  12. m_CallbackClass = ActionCraftImprovisedEyePatchCB;
  13. m_CommandUID = DayZPlayerConstants.CMD_ACTIONFB_CRAFTING;
  14. m_FullBody = true;
  15. m_StanceMask = DayZPlayerConstants.STANCEMASK_CROUCH;
  16. m_SpecialtyWeight = UASoftSkillsWeight.ROUGH_HIGH;
  17. m_Text = "#STR_CraftImprovisedEyePatch";
  18. }
  19. override void CreateConditionComponents()
  20. {
  21. m_ConditionItem = new CCINonRuined;
  22. m_ConditionTarget = new CCTNone;
  23. }
  24. override bool ActionCondition( PlayerBase player, ActionTarget target, ItemBase item )
  25. {
  26. return true;
  27. }
  28. override bool HasTarget()
  29. {
  30. return false;
  31. }
  32. override void OnFinishProgressServer( ActionData action_data )
  33. {
  34. EntityAI item_ingredient = action_data.m_MainItem;
  35. EntityAI cover = action_data.m_Player.SpawnEntityOnGroundRaycastDispersed("EyePatch_Improvised");
  36. action_data.m_MainItem.AddQuantity(-1);
  37. MiscGameplayFunctions.TransferItemProperties(item_ingredient, cover);
  38. }
  39. override string GetSoundCategory(ActionData action_data)
  40. {
  41. return "ImprovisedCloth_craft";
  42. }
  43. };