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- class ActionWringClothesCB : ActionContinuousBaseCB
- {
- protected const float QUANTITY_WRINGLED_PER_SECOND = 0.02;
-
- override void CreateActionComponent()
- {
- //m_ActionData.m_ActionComponent = new CAContinuousWringClothes(QUANTITY_WRINGLED_PER_SECOND, UATimeSpent.WASH_HANDS);
- m_ActionData.m_ActionComponent = new CAContinuousRepeat(UATimeSpent.WRING);
- }
- };
- class ActionWringClothes: ActionContinuousBase
- {
- void ActionWringClothes()
- {
- m_CallbackClass = ActionWringClothesCB;
- m_CommandUID = DayZPlayerConstants.CMD_ACTIONFB_WRING;
- m_FullBody = true;
- m_StanceMask = DayZPlayerConstants.STANCEMASK_CROUCH;
- m_SpecialtyWeight = UASoftSkillsWeight.ROUGH_LOW;
- m_Text = "#wring_clothes";
- }
- override void CreateConditionComponents()
- {
- m_ConditionItem = new CCINonRuined;
- m_ConditionTarget = new CCTSelf;
- }
- override bool HasTarget()
- {
- return false;
- }
- override bool ActionCondition( PlayerBase player, ActionTarget target, ItemBase item )
- {
- if (player.IsInWater()) return false;
-
- //! wet+ items (so they will stay damp after wringing)
- if ( item && item.GetWet() >= GameConstants.STATE_WET )
- {
- return true;
- }
- else
- {
- return false;
- }
- }
- /*override void OnExecuteServer( ActionData action_data )
- {
- Param1<float> nacdata = Param1<float>.Cast( action_data.m_ActionComponent.GetACData() );
- float delta = nacdata.param1;
- action_data.m_MainItem.AddWet( -delta );
- }*/
- override void OnFinishProgressServer( ActionData action_data )
- {
- /*Param1<float> nacdata = Param1<float>.Cast( action_data.m_ActionComponent.GetACData() );
- float delta = nacdata.param1;
- action_data.m_MainItem.AddWet( -delta );*/
- float wetness = action_data.m_MainItem.GetWet();
- float wet_change;
-
- if (wetness >= GameConstants.STATE_DRENCHED)
- {
- wet_change = Math.RandomFloat(GameConstants.STATE_SOAKING_WET,GameConstants.STATE_DRENCHED);
- }
- else if (wetness >= GameConstants.STATE_SOAKING_WET)
- {
- wet_change = Math.RandomFloat(GameConstants.STATE_WET,GameConstants.STATE_SOAKING_WET);
- }
- else if (wetness >= GameConstants.STATE_WET)
- {
- wet_change = Math.RandomFloat(GameConstants.STATE_DAMP,GameConstants.STATE_WET);
- }
-
- //Print(wet_change);
- action_data.m_MainItem.SetWet(wet_change);
- }
- /*override void OnEndServer( ActionData action_data )
- {
- if (action_data.m_MainItem && action_data.m_MainItem.GetWet() < GameConstants.STATE_DAMP)
- {
- action_data.m_MainItem.SetWet(Math.RandomFloat(GameConstants.STATE_DAMP,GameConstants.STATE_WET));
- }
- }*/
- };
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