ActionRepairCarChassisWithBlowtorch.c
class ActionRepairCarChassisWithBlowtorchCB : ActionRepairCarChassisCB
{
override void CreateActionComponent()
{
m_ActionData.m_ActionComponent = new CAContinuousRepeat(UATimeSpent.BASEBUILDING_REPAIR_MEDIUM);
}
}
class ActionRepairCarChassisWithBlowtorch : ActionRepairCarChassis
{
void ActionRepairCarChassisWithBlowtorch()
{
m_CallbackClass = ActionRepairCarChassisWithBlowtorchCB;
m_CommandUID = DayZPlayerConstants.CMD_ACTIONFB_FLAME_REPAIR;
m_StanceMask = DayZPlayerConstants.STANCEMASK_ERECT | DayZPlayerConstants.STANCEMASK_CROUCH;
}
override void CreateConditionComponents()
{
m_ConditionItem = new CCINonRuined();
m_ConditionTarget = new CCTCursor(UAMaxDistances.REPAIR);
}
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
{
Blowtorch bt = Blowtorch.Cast(item);
return super.ActionCondition(player, target, item) && bt.HasEnoughEnergyForRepair(UATimeSpent.BASEBUILDING_REPAIR_MEDIUM);
}
override void OnStartAnimationLoopServer(ActionData action_data)
{
super.OnStartAnimationLoopServer(action_data);
action_data.m_MainItem.GetCompEM().SwitchOn();
}
override void OnEndServer(ActionData action_data)
{
super.OnEndServer(action_data);
action_data.m_MainItem.GetCompEM().SwitchOff();
}
}