actionturnvalve.c 1.5 KB

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  1. class ActionTurnValveCB : ActionContinuousBaseCB
  2. {
  3. override void CreateActionComponent()
  4. {
  5. m_ActionData.m_ActionComponent = new CAContinuousTime(UATimeSpent.DEFAULT);
  6. }
  7. }
  8. class ActionTurnValve : ActionContinuousBase
  9. {
  10. void ActionTurnValve()
  11. {
  12. m_CallbackClass = ActionTurnValveCB;
  13. m_CommandUID = DayZPlayerConstants.CMD_ACTIONFB_TURN_VALVE;
  14. m_FullBody = true;
  15. m_StanceMask = DayZPlayerConstants.STANCEMASK_ERECT;
  16. m_Text = "#STR_USRACT_TURN";
  17. }
  18. override typename GetInputType()
  19. {
  20. return ContinuousInteractActionInput;
  21. }
  22. override void CreateConditionComponents()
  23. {
  24. m_ConditionItem = new CCINone();
  25. m_ConditionTarget = new CCTCursor();
  26. }
  27. override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
  28. {
  29. EntityAI targetEntity;
  30. if (Class.CastTo(targetEntity, target.GetObject()))
  31. {
  32. if (targetEntity.HasTurnableValveBehavior())
  33. {
  34. int valveIndex = targetEntity.GetTurnableValveIndex(target.GetComponentIndex());
  35. if (valveIndex != -1)
  36. {
  37. if (!IsInReach(player, target, UAMaxDistances.DEFAULT))
  38. {
  39. return false;
  40. }
  41. return targetEntity.IsValveTurnable(valveIndex);
  42. }
  43. }
  44. }
  45. return false;
  46. }
  47. override void OnStart(ActionData action_data)
  48. {
  49. super.OnStart(action_data);
  50. action_data.m_Player.TryHideItemInHands(true);
  51. }
  52. override void OnEnd(ActionData action_data)
  53. {
  54. action_data.m_Player.TryHideItemInHands(false);
  55. super.OnEnd(action_data);
  56. }
  57. override bool IsLockTargetOnUse()
  58. {
  59. return false;
  60. }
  61. }