actionlowerflag.c 1.3 KB

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  1. class ActionLowerFlag: ActionContinuousBase
  2. {
  3. void ActionLowerFlag()
  4. {
  5. m_CallbackClass = ActionManipulateFlagCB;
  6. m_CommandUID = DayZPlayerConstants.CMD_ACTIONFB_LOWER_FLAG;
  7. m_FullBody = true;
  8. m_StanceMask = DayZPlayerConstants.STANCEMASK_ERECT;
  9. m_Text = "#lower_flag";
  10. }
  11. override void CreateConditionComponents()
  12. {
  13. m_ConditionTarget = new CCTCursor;
  14. m_ConditionItem = new CCINone;
  15. }
  16. override typename GetInputType()
  17. {
  18. return ContinuousInteractActionInput;
  19. }
  20. override bool HasTarget()
  21. {
  22. return true;
  23. }
  24. override bool HasProgress()
  25. {
  26. return true;
  27. }
  28. override bool ActionCondition( PlayerBase player, ActionTarget target, ItemBase item )
  29. {
  30. TerritoryFlag totem = TerritoryFlag.Cast( target.GetObject() );
  31. if (!totem)
  32. {
  33. return false;
  34. }
  35. float state = totem.GetAnimationPhase("flag_mast");
  36. if ( totem.FindAttachmentBySlotName("Material_FPole_Flag") && state < 1 )
  37. {
  38. return true;
  39. }
  40. return false;
  41. }
  42. override void OnFinishProgressServer( ActionData action_data )
  43. {
  44. TerritoryFlag totem = TerritoryFlag.Cast( action_data.m_Target.GetObject() );
  45. if ( totem )
  46. {
  47. totem.AnimateFlagEx(totem.GetAnimationPhase("flag_mast") + UAMisc.FLAG_STEP_INCREMENT, action_data.m_Player);
  48. totem.AddRefresherTime01(-UAMisc.FLAG_STEP_INCREMENT);
  49. }
  50. }
  51. };