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- class ActionManipulateFlagCB : ActionContinuousBaseCB
- {
- override void CreateActionComponent()
- {
- m_ActionData.m_ActionComponent = new CAContinuousRepeat(1);
- }
- };
- class ActionRaiseFlag: ActionContinuousBase
- {
- void ActionRaiseFlag()
- {
- m_CallbackClass = ActionManipulateFlagCB;
- m_CommandUID = DayZPlayerConstants.CMD_ACTIONFB_RAISE_FLAG;
- m_FullBody = true;
- m_StanceMask = DayZPlayerConstants.STANCEMASK_ERECT;
- m_Text = "#raise_flag";
- }
-
- override void CreateConditionComponents()
- {
- m_ConditionTarget = new CCTCursor;
- m_ConditionItem = new CCINone;
- }
-
- override typename GetInputType()
- {
- return ContinuousInteractActionInput;
- }
-
- override bool HasTarget()
- {
- return true;
- }
-
- override bool HasProgress()
- {
- return true;
- }
-
- override bool ActionCondition( PlayerBase player, ActionTarget target, ItemBase item )
- {
- TerritoryFlag totem = TerritoryFlag.Cast( target.GetObject() );
- if (!totem)
- return false;
-
- float state = totem.GetAnimationPhase("flag_mast");
- if ( totem.FindAttachmentBySlotName("Material_FPole_Flag") && state > 0 )
- {
- return true;
- }
-
- return false;
- }
-
- override void OnFinishProgressServer( ActionData action_data )
- {
- TerritoryFlag totem = TerritoryFlag.Cast( action_data.m_Target.GetObject() );
- if ( totem )
- {
- totem.AnimateFlagEx(totem.GetAnimationPhase("flag_mast") - UAMisc.FLAG_STEP_INCREMENT, action_data.m_Player);
- totem.AddRefresherTime01(UAMisc.FLAG_STEP_INCREMENT);
- }
- }
- };
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