ActionSequentialBase.c
class SequentialActionData : ActionData
{
int m_Stage;
void MultiStageBaseActionData()
{
m_Stage = 0;
}
}
class ActionSequentialBase : ActionBase
{
void ActionMultiStageBase()
{
}
override ActionData CreateActionData()
{
ActionData action_data = new SequentialActionData;
return action_data;
}
override int GetStanceMask(PlayerBase player)
{
return DayZPlayerConstants.STANCEMASK_ALL;
}
override int GetActionCategory()
{
return AC_SINGLE_USE;
}
override typename GetInputType()
{
return DefaultActionInput;
}
override bool CanBePerformedFromInventory()
{
return true;
}
override bool CanBeUsedOnBack()
{
return true;
}
override bool CanBeUsedRaised()
{
return true;
}
override void Start( ActionData action_data )
{
super.Start( action_data );
SequentialActionData ad = SequentialActionData.Cast( action_data );
OnStageStart( ad );
}
void SetStage(int stage, SequentialActionData action_data)
{
OnStageEnd(action_data);
action_data.m_Stage = stage;
OnStageStart(action_data);
}
void OnStageStart(SequentialActionData action_data)
{
}
void OnStageEnd(SequentialActionData action_data)
{
}
override float GetProgress( ActionData action_data )
{
return -1;
}
};