ActionUncoverHeadTarget.c
class ActionUncoverHeadTargetCB : ActionContinuousBaseCB
{
override void CreateActionComponent()
{
m_ActionData.m_ActionComponent = new CAContinuousTime(UATimeSpent.COVER_HEAD);
}
};
class ActionUncoverHeadTarget: ActionUncoverHeadBase
{
void ActionUncoverHeadTarget()
{
m_CallbackClass = ActionUncoverHeadTargetCB;
m_CommandUID = DayZPlayerConstants.CMD_ACTIONFB_INTERACT;
m_FullBody = true;
m_StanceMask = DayZPlayerConstants.STANCEMASK_ERECT | DayZPlayerConstants.STANCEMASK_CROUCH;
m_Text = "#uncover_players_head";
}
override void CreateConditionComponents()
{
m_ConditionItem = new CCINone;
m_ConditionTarget = new CCTMan(UAMaxDistances.DEFAULT,false);
}
override typename GetInputType()
{
return ContinuousInteractActionInput;
}
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
{
PlayerBase targetPlayer;
if (Class.CastTo(targetPlayer, target.GetObject()))
{
if (IsWearingBurlap(targetPlayer))
{
return true;
}
}
return false;
}
override void OnFinishProgressServer(ActionData action_data)
{
PlayerBase targetPlayer = PlayerBase.Cast(action_data.m_Target.GetObject());
if (CanReceiveAction(action_data.m_Target))
{
UncoverHead(PlayerBase.Cast(action_data.m_Target.GetObject()),action_data.m_Player);
}
}
bool IsWearingBurlap(PlayerBase player)
{
EntityAI attachment;
Class.CastTo(attachment, player.GetInventory().FindAttachment(InventorySlots.HEADGEAR));
if (attachment && attachment.GetType() == "BurlapSackCover")
{
return true;
}
return false;
}
};