actionrepaircarchassiswithblowtorch.c 1.4 KB

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  1. class ActionRepairCarChassisWithBlowtorchCB : ActionRepairCarChassisCB
  2. {
  3. override void CreateActionComponent()
  4. {
  5. m_ActionData.m_ActionComponent = new CAContinuousTime(UATimeSpent.BASEBUILDING_REPAIR_MEDIUM);
  6. }
  7. }
  8. class ActionRepairCarChassisWithBlowtorch : ActionRepairCarChassis
  9. {
  10. void ActionRepairCarChassisWithBlowtorch()
  11. {
  12. m_CallbackClass = ActionRepairCarChassisWithBlowtorchCB;
  13. m_CommandUID = DayZPlayerConstants.CMD_ACTIONFB_FLAME_REPAIR;
  14. m_StanceMask = DayZPlayerConstants.STANCEMASK_ERECT | DayZPlayerConstants.STANCEMASK_CROUCH;
  15. }
  16. override void CreateConditionComponents()
  17. {
  18. m_ConditionItem = new CCINonRuined();
  19. m_ConditionTarget = new CCTCursor(UAMaxDistances.REPAIR);
  20. }
  21. override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
  22. {
  23. Blowtorch bt = Blowtorch.Cast(item);
  24. return super.ActionCondition(player, target, item) && bt.HasEnoughEnergyForRepair(UATimeSpent.BASEBUILDING_REPAIR_MEDIUM));
  25. }
  26. override void OnStartAnimationLoopServer(ActionData action_data)
  27. {
  28. super.OnStartAnimationLoopServer(action_data);
  29. action_data.m_MainItem.GetCompEM().SwitchOn();
  30. }
  31. override void OnFinishProgressServer(ActionData action_data)
  32. {
  33. super.OnFinishProgressServer(action_data);
  34. }
  35. override void OnEndServer(ActionData action_data)
  36. {
  37. super.OnEndServer(action_data);
  38. action_data.m_MainItem.GetCompEM().SwitchOff();
  39. }
  40. }