ActionCraftArmband.c
class ActionCraftArmbandCB: ActionContinuousBaseCB
{
override void CreateActionComponent()
{
m_ActionData.m_ActionComponent = new CAContinuousTime(UATimeSpent.BANDAGE);
}
}
class ActionCraftArmband: ActionContinuousBase
{
void ActionCraftArmband()
{
m_CallbackClass = ActionCraftArmbandCB;
m_CommandUID = DayZPlayerConstants.CMD_ACTIONFB_CRAFTING;
m_FullBody = true;
m_StanceMask = DayZPlayerConstants.STANCEMASK_CROUCH;
m_SpecialtyWeight = UASoftSkillsWeight.PRECISE_LOW;
m_Text = "#STR_craftarmband0";
}
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)
{
return true;
}
override void OnFinishProgressServer(ActionData action_data)
{
EntityAI armband = action_data.m_Player.SpawnEntityOnGroundRaycastDispersed("Armband_White");
action_data.m_MainItem.AddQuantity(-1);
MiscGameplayFunctions.TransferItemProperties(action_data.m_MainItem, armband);
}
override string GetSoundCategory(ActionData action_data)
{
return "ImprovisedCloth_craft";
}
}