actionrepairboatengine.c 2.3 KB

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  1. class ActionRepairBoatEngineCB : ActionRepairVehiclePartCB
  2. {
  3. override void CreateActionComponent()
  4. {
  5. m_ActionData.m_ActionComponent = new CAContinuousTime(UATimeSpent.BASEBUILDING_REPAIR_MEDIUM);
  6. }
  7. }
  8. class ActionRepairBoatEngine : ActionRepairVehiclePartBase
  9. {
  10. void ActionRepairBoatEngine()
  11. {
  12. m_CallbackClass = ActionRepairBoatEngineCB;
  13. m_CommandUID = DayZPlayerConstants.CMD_ACTIONFB_FLAME_REPAIR;
  14. m_StanceMask = DayZPlayerConstants.STANCEMASK_ERECT | DayZPlayerConstants.STANCEMASK_CROUCH;
  15. m_FullBody = true;
  16. m_LockTargetOnUse = false;
  17. m_Text = "#repair";
  18. }
  19. override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
  20. {
  21. if (player.GetBrokenLegs() == eBrokenLegs.BROKEN_LEGS)
  22. return false;
  23. Blowtorch bt = Blowtorch.Cast(item);
  24. if (!bt.HasEnoughEnergyForRepair(UATimeSpent.BASEBUILDING_REPAIR_MEDIUM))
  25. return false;
  26. BoatScript boat = BoatScript.Cast(target.GetObject());
  27. if (!boat || boat.EngineIsOn())
  28. return false;
  29. if (GetGame().IsDedicatedServer())
  30. return true;
  31. string damageZone = "";
  32. array<string> selections = new array<string>();
  33. boat.GetActionComponentNameList(target.GetComponentIndex(), selections, LOD.NAME_VIEW);
  34. foreach (string selection : selections)
  35. {
  36. if (boat && DamageSystem.GetDamageZoneFromComponentName(boat, selection, damageZone))
  37. {
  38. if (damageZone == "Engine")
  39. {
  40. int zoneHP = boat.GetHealthLevel(damageZone);
  41. if (zoneHP > GameConstants.STATE_WORN && zoneHP < GameConstants.STATE_RUINED)
  42. {
  43. m_CurrentDamageZone = damageZone;
  44. return true;
  45. }
  46. }
  47. }
  48. }
  49. return false;
  50. }
  51. override void AdjustVehicleHealthServer(ActionData action_data)
  52. {
  53. super.AdjustVehicleHealthServer(action_data);
  54. MiscGameplayFunctions.DealAbsoluteDmg(action_data.m_MainItem, UADamageApplied.BUILD);
  55. }
  56. override void OnStartAnimationLoopServer(ActionData action_data)
  57. {
  58. super.OnStartAnimationLoopServer(action_data);
  59. action_data.m_MainItem.GetCompEM().SwitchOn();
  60. }
  61. override void OnFinishProgressServer(ActionData action_data)
  62. {
  63. super.OnFinishProgressServer(action_data);
  64. }
  65. override void OnEndServer(ActionData action_data)
  66. {
  67. super.OnEndServer(action_data);
  68. action_data.m_MainItem.GetCompEM().SwitchOff();
  69. }
  70. }