FirearmActionUnjam.c
class FirearmActionUnjam : FirearmActionBase
{
void FirearmActionUnjam()
{
}
override bool HasTarget()
{
return false;
}
override typename GetInputType()
{
return ContinuousWeaponManipulationActionInput;
}
override void CreateConditionComponents()
{
m_ConditionItem = new CCINonRuined();
m_ConditionTarget = new CCTSelf;
}
override bool HasProgress()
{
return false;
}
override bool ActionCondition( PlayerBase player, ActionTarget target, ItemBase item ) //condition for action
{
if (!super.ActionCondition( player, target, item ))
return false;
Weapon_Base wpn = Weapon_Base.Cast(item);
return player.GetWeaponManager().CanUnjam(wpn);
}
override void Start( ActionData action_data )
{
super.Start( action_data );
action_data.m_Player.GetWeaponManager().Unjam( this );
}
};