actionfoldbasebuildingobject.c 1.6 KB

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  1. class ActionFoldBaseBuildingObjectCB : ActionContinuousBaseCB
  2. {
  3. override void CreateActionComponent()
  4. {
  5. m_ActionData.m_ActionComponent = new CAContinuousTime( UATimeSpent.DEFAULT_DEPLOY );
  6. }
  7. }
  8. class ActionFoldBaseBuildingObject: ActionContinuousBase
  9. {
  10. void ActionFoldBaseBuildingObject()
  11. {
  12. m_CallbackClass = ActionFoldBaseBuildingObjectCB;
  13. m_CommandUID = DayZPlayerConstants.CMD_ACTIONFB_CRAFTING;
  14. m_FullBody = true;
  15. m_StanceMask = DayZPlayerConstants.STANCEMASK_CROUCH;
  16. m_SpecialtyWeight = UASoftSkillsWeight.ROUGH_HIGH;
  17. m_Text = "#fold";
  18. }
  19. override void CreateConditionComponents()
  20. {
  21. m_ConditionTarget = new CCTNonRuined( UAMaxDistances.DEFAULT );
  22. m_ConditionItem = new CCINotPresent;
  23. }
  24. override typename GetInputType()
  25. {
  26. return ContinuousInteractActionInput;
  27. }
  28. override bool ActionCondition( PlayerBase player, ActionTarget target, ItemBase item )
  29. {
  30. Object targetObject = target.GetObject();
  31. if ( targetObject.CanUseConstruction() )
  32. {
  33. BaseBuildingBase base_building = BaseBuildingBase.Cast( targetObject );
  34. if ( base_building.CanFoldBaseBuildingObject() )
  35. {
  36. return true;
  37. }
  38. }
  39. return false;
  40. }
  41. override void OnFinishProgressServer( ActionData action_data )
  42. {
  43. ItemBase item;
  44. BaseBuildingBase base_building = BaseBuildingBase.Cast( action_data.m_Target.GetObject() );
  45. base_building.CreateConstructionKitInHands(action_data.m_Player);
  46. base_building.DestroyConstruction();
  47. }
  48. override string GetAdminLogMessage(ActionData action_data)
  49. {
  50. return " folded " + action_data.m_Target.GetObject().GetDisplayName();
  51. }
  52. }