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- class ActionUnlockDoorsCB : ActionContinuousBaseCB
- {
- override void CreateActionComponent()
- {
- m_ActionData.m_ActionComponent = new CAContinuousTime(UATimeSpent.UNLOCK);
- }
- };
- class ActionUnlockDoors: ActionContinuousBase
- {
- protected const float APPLIED_DMG = 6;
-
- void ActionUnlockDoors()
- {
- m_CallbackClass = ActionUnlockDoorsCB;
- m_CommandUID = DayZPlayerConstants.CMD_ACTIONFB_INTERACT;
- m_FullBody = true;
- m_StanceMask = DayZPlayerConstants.STANCEMASK_ERECT | DayZPlayerConstants.STANCEMASK_CROUCH;
- m_Text = "#unlock";
- }
-
- override void CreateConditionComponents()
- {
- m_ConditionItem = new CCINonRuined;
- m_ConditionTarget = new CCTCursor;
- }
-
- override bool ActionCondition( PlayerBase player, ActionTarget target, ItemBase item )
- {
- if( !IsBuilding(target) ) return false;
- if( !IsInReach(player, target, UAMaxDistances.DEFAULT) ) return false;
-
- Building building;
- ToolBase tool;
- if (Class.CastTo(building, target.GetObject())&& Class.CastTo(tool, item))
- {
- int doorIndex = building.GetDoorIndex(target.GetComponentIndex());
- if (doorIndex != -1 && tool.GetKeyCompatibilityType() & building.GetLockCompatibilityType(doorIndex))
- return building.IsDoorLocked(doorIndex);
- }
- return false;
- }
- protected void UnlockDoor(ActionTarget target)
- {
- Building building;
- if ( Class.CastTo(building, target.GetObject()) )
- {
- int doorIndex = building.GetDoorIndex(target.GetComponentIndex());
- if ( doorIndex != -1 )
- {
- building.UnlockDoor(doorIndex);
- }
- }
- }
- override void OnFinishProgressServer( ActionData action_data )
- {
- UnlockDoor(action_data.m_Target);
-
- //Damage the Lockpick
- MiscGameplayFunctions.DealAbsoluteDmg(action_data.m_MainItem, APPLIED_DMG);
-
- }
-
- override bool IsLockTargetOnUse()
- {
- return false;
- }
- };
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