ActionRepairItemWithBlowtorch.c
class ActionRepairItemWithBlowtorchCB : ActionContinuousBaseCB
{
override void CreateActionComponent()
{
m_ActionData.m_ActionComponent = new CAContinuousRepeat(UATimeSpent.BASEBUILDING_REPAIR_MEDIUM);
}
}
class ActionRepairItemWithBlowtorch : ActionContinuousBase
{
void ActionRepairItemWithBlowtorch()
{
m_CallbackClass = ActionRepairItemWithBlowtorchCB;
m_SpecialtyWeight = UASoftSkillsWeight.PRECISE_LOW;
m_CommandUID = DayZPlayerConstants.CMD_ACTIONFB_FLAME_REPAIR;
m_StanceMask = DayZPlayerConstants.STANCEMASK_ERECT | DayZPlayerConstants.STANCEMASK_CROUCH;
m_FullBody = true;
m_LockTargetOnUse = false;
m_Text = "#repair";
}
override void CreateConditionComponents()
{
m_ConditionItem = new CCINonRuined();
m_ConditionTarget = new CCTCursor(UAMaxDistances.REPAIR);
}
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
{
PluginRepairing moduleRepairing;
Class.CastTo(moduleRepairing, GetPlugin(PluginRepairing));
Blowtorch bt = Blowtorch.Cast(item);
return bt.HasEnoughEnergyForRepair(UATimeSpent.BASEBUILDING_REPAIR_MEDIUM) && moduleRepairing && moduleRepairing.CanRepair(item, target.GetObject());
}
override void OnStartAnimationLoopServer(ActionData action_data)
{
super.OnStartAnimationLoopServer(action_data);
action_data.m_MainItem.GetCompEM().SwitchOn();
}
override void OnFinishProgressServer(ActionData action_data)
{
super.OnFinishProgressServer(action_data);
ItemBase targetItem = ItemBase.Cast(action_data.m_Target.GetObject());
if (targetItem)
{
PluginRepairing moduleRepairing;
Class.CastTo(moduleRepairing, GetPlugin(PluginRepairing));
moduleRepairing.Repair(action_data.m_Player, action_data.m_MainItem, targetItem, m_SpecialtyWeight);
}
}
override void OnEndServer(ActionData action_data)
{
super.OnEndServer(action_data);
action_data.m_MainItem.GetCompEM().SwitchOff();
}
}