actionrepairitemwithblowtorch.c 1.9 KB

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  1. class ActionRepairItemWithBlowtorchCB : ActionContinuousBaseCB
  2. {
  3. override void CreateActionComponent()
  4. {
  5. m_ActionData.m_ActionComponent = new CAContinuousRepeat(UATimeSpent.BASEBUILDING_REPAIR_MEDIUM);
  6. }
  7. }
  8. class ActionRepairItemWithBlowtorch : ActionContinuousBase
  9. {
  10. void ActionRepairItemWithBlowtorch()
  11. {
  12. m_CallbackClass = ActionRepairItemWithBlowtorchCB;
  13. m_SpecialtyWeight = UASoftSkillsWeight.PRECISE_LOW;
  14. m_CommandUID = DayZPlayerConstants.CMD_ACTIONFB_FLAME_REPAIR;
  15. m_StanceMask = DayZPlayerConstants.STANCEMASK_ERECT | DayZPlayerConstants.STANCEMASK_CROUCH;
  16. m_FullBody = true;
  17. m_LockTargetOnUse = false;
  18. m_Text = "#repair";
  19. }
  20. override void CreateConditionComponents()
  21. {
  22. m_ConditionItem = new CCINonRuined();
  23. m_ConditionTarget = new CCTCursor(UAMaxDistances.REPAIR);
  24. }
  25. override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
  26. {
  27. PluginRepairing moduleRepairing;
  28. Class.CastTo(moduleRepairing, GetPlugin(PluginRepairing));
  29. Blowtorch bt = Blowtorch.Cast(item);
  30. return bt.HasEnoughEnergyForRepair(UATimeSpent.BASEBUILDING_REPAIR_MEDIUM) && moduleRepairing && moduleRepairing.CanRepair(item, target.GetObject());
  31. }
  32. override void OnStartAnimationLoopServer(ActionData action_data)
  33. {
  34. super.OnStartAnimationLoopServer(action_data);
  35. action_data.m_MainItem.GetCompEM().SwitchOn();
  36. }
  37. override void OnFinishProgressServer(ActionData action_data)
  38. {
  39. super.OnFinishProgressServer(action_data);
  40. ItemBase targetItem = ItemBase.Cast(action_data.m_Target.GetObject());
  41. if (targetItem)
  42. {
  43. PluginRepairing moduleRepairing;
  44. Class.CastTo(moduleRepairing, GetPlugin(PluginRepairing));
  45. moduleRepairing.Repair(action_data.m_Player, action_data.m_MainItem, targetItem, m_SpecialtyWeight);
  46. }
  47. }
  48. override void OnEndServer(ActionData action_data)
  49. {
  50. super.OnEndServer(action_data);
  51. action_data.m_MainItem.GetCompEM().SwitchOff();
  52. }
  53. }