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- class ActionTurnValveCB : ActionContinuousBaseCB
- {
- override void CreateActionComponent()
- {
- m_ActionData.m_ActionComponent = new CAContinuousTime(UATimeSpent.DEFAULT);
- }
- }
- class ActionTurnValve : ActionContinuousBase
- {
- void ActionTurnValve()
- {
- m_CallbackClass = ActionTurnValveCB;
- m_CommandUID = DayZPlayerConstants.CMD_ACTIONFB_TURN_VALVE;
- m_FullBody = true;
- m_StanceMask = DayZPlayerConstants.STANCEMASK_ERECT;
- m_Text = "#STR_USRACT_TURN";
- }
-
- override typename GetInputType()
- {
- return ContinuousInteractActionInput;
- }
-
- override void CreateConditionComponents()
- {
- m_ConditionItem = new CCINone();
- m_ConditionTarget = new CCTCursor();
- }
-
- override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
- {
- EntityAI targetEntity;
- if (Class.CastTo(targetEntity, target.GetObject()))
- {
- if (targetEntity.HasTurnableValveBehavior())
- {
- int valveIndex = targetEntity.GetTurnableValveIndex(target.GetComponentIndex());
- if (valveIndex != -1)
- {
- if (!IsInReach(player, target, UAMaxDistances.DEFAULT))
- {
- return false;
- }
- return targetEntity.IsValveTurnable(valveIndex);
- }
- }
- }
- return false;
- }
-
- override void OnStart(ActionData action_data)
- {
- super.OnStart(action_data);
-
- action_data.m_Player.TryHideItemInHands(true);
-
- }
- override void OnEnd(ActionData action_data)
- {
- action_data.m_Player.TryHideItemInHands(false);
- super.OnEnd(action_data);
- }
-
- override bool IsLockTargetOnUse()
- {
- return false;
- }
- }
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