18 m_Text =
"#build_stonecircle";
41 Object target_object = target.GetObject();
43 if ( target_object && target_object.IsFireplace() )
47 if ( fireplace_target.
IsBaseFireplace() && fireplace_target.CanBuildStoneCircle() )
61 if ( fireplace_target.CanBuildStoneCircle() )
63 ItemBase attached_item =
ItemBase.Cast( fireplace_target.GetAttachmentByType( fireplace_target.ATTACHMENT_STONES ) );
70 fireplace_target.SetStoneCircleState(
true );
73 fireplace_target.SetLifetimeMax(
FireplaceBase.LIFETIME_FIREPLACE_STONE_CIRCLE );
void CreateConditionComponents()
protected float m_SpecialtyWeight
ref CCIBase m_ConditionItem
ref CCTBase m_ConditionTarget
bool HasProgress()
For UI: hiding of progress bar.
protected bool m_FullBody
protected int m_StanceMask
ActionBuildStoneCircleCB ActionContinuousBaseCB ActionBuildStoneCircle()
class ActionTargets ActionTarget
protected ActionData m_ActionData
override void CreateActionComponent()
protected void OnFinishProgressServer(ActionData action_data)
ref CABase m_ActionComponent
ref ActionTarget m_Target
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
override bool IsBaseFireplace()
const float DEFAULT_CONSTRUCT
DayZPlayerConstants
defined in C++