ActionRaiseFlag.c
class ActionManipulateFlagCB : ActionContinuousBaseCB
{
override void CreateActionComponent()
{
m_ActionData.m_ActionComponent = new CAContinuousRepeat(1);
}
};
class ActionRaiseFlag: ActionContinuousBase
{
void ActionRaiseFlag()
{
m_CallbackClass = ActionManipulateFlagCB;
m_CommandUID = DayZPlayerConstants.CMD_ACTIONFB_RAISE_FLAG;
m_FullBody = true;
m_StanceMask = DayZPlayerConstants.STANCEMASK_ERECT;
m_Text = "#raise_flag";
}
override void CreateConditionComponents()
{
m_ConditionTarget = new CCTCursor;
m_ConditionItem = new CCINone;
}
override typename GetInputType()
{
return ContinuousInteractActionInput;
}
override bool HasTarget()
{
return true;
}
override bool HasProgress()
{
return true;
}
override bool ActionCondition( PlayerBase player, ActionTarget target, ItemBase item )
{
TerritoryFlag totem = TerritoryFlag.Cast( target.GetObject() );
if (!totem)
return false;
float state = totem.GetAnimationPhase("flag_mast");
if ( totem.FindAttachmentBySlotName("Material_FPole_Flag") && state > 0 )
{
return true;
}
return false;
}
override void OnFinishProgressServer( ActionData action_data )
{
TerritoryFlag totem = TerritoryFlag.Cast( action_data.m_Target.GetObject() );
if ( totem )
{
totem.AnimateFlagEx(totem.GetAnimationPhase("flag_mast") - UAMisc.FLAG_STEP_INCREMENT, action_data.m_Player);
totem.AddRefresherTime01(UAMisc.FLAG_STEP_INCREMENT);
}
}
};