DayZ Scripts
v1.21.156300 ยท Jun 20, 2023
 
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ActionPlugIntoFence.c
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2{
4 {
5 m_Text = "#plug_in";
6 }
7
8 override void CreateConditionComponents()
9 {
12 }
13
14 override bool ActionCondition( PlayerBase player, ActionTarget target, ItemBase item )
15 {
16 Object targetObject = target.GetObject();
17
18 if ( targetObject && item && targetObject.IsInherited(BaseBuildingBase))
19 {
20 BaseBuildingBase target_BBB = BaseBuildingBase.Cast( targetObject );
21
22 BarbedWire bw = BarbedWire.Cast( target_BBB.GetAttachmentByType(BarbedWire) );
23
24 if ( bw && bw.GetCompEM().CanReceivePlugFrom(item) )
25 {
26 return true;
27 }
28 }
29
30 return false;
31 }
32
33 override void OnExecuteServer( ActionData action_data )
34 {
35 Object targetObject = action_data.m_Target.GetObject();
36 ItemBase target_IB = ItemBase.Cast( targetObject );
37 BarbedWire bw = BarbedWire.Cast( target_IB.GetAttachmentByType(BarbedWire) );
38 action_data.m_MainItem.GetCompEM().PlugThisInto(bw);
39
40 if ( !action_data.m_Player.IsPlacingServer() )
41 {
42 //action_data.m_Player.TogglePlacing( action_data.m_Target, action_data.m_MainItem );
43 }
44 }
45};
ref CCIBase m_ConditionItem
Definition ActionBase.c:55
ref CCTBase m_ConditionTarget
Definition ActionBase.c:56
protected string m_Text
Definition ActionBase.c:49
class ActionTargets ActionTarget
ItemBase m_MainItem
Definition ActionBase.c:28
PlayerBase m_Player
Definition ActionBase.c:33
ref ActionTarget m_Target
Definition ActionBase.c:32
override void OnExecuteServer(ActionData action_data)
override void CreateConditionComponents()
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
const float DEFAULT