34 TerritoryFlag totem = TerritoryFlag.Cast( target.GetObject() );
38 float state = totem.GetAnimationPhase(
"flag_mast");
40 if ( totem && totem.FindAttachmentBySlotName(
"Material_FPole_Flag") )
42 if ( player.GetFlagTendencyRaise() && state < 1 )
47 else if ( !player.GetFlagTendencyRaise() && state > 0 )
58 super.Start( action_data );
60 bool state = action_data.
m_Player.GetFlagTendencyRaise();
61 action_data.
m_Player.SetFlagTendencyRaise(!state);
ref CCIBase m_ConditionItem
ref CCTBase m_ConditionTarget
protected int m_StanceMask
class ActionTargets ActionTarget
TransferLiquidActionReciveData m_Tendency
override bool IsInstant()
void SetFlagTendencyOnCurrentActionInvalid(bool state)
override void Start(ActionData action_data)
void ActionWorldFlagActionSwitch()
override void CreateConditionComponents()
override bool RemoveForceTargetAfterUse()
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
DayZPlayerConstants
defined in C++