43 TerritoryFlag totem = TerritoryFlag.Cast( target.GetObject() );
47 float state = totem.GetAnimationPhase(
"flag_mast");
48 if ( totem.FindAttachmentBySlotName(
"Material_FPole_Flag") && state > 0 )
58 TerritoryFlag totem = TerritoryFlag.Cast( action_data.
m_Target.GetObject() );
61 totem.AnimateFlagEx(totem.GetAnimationPhase(
"flag_mast") - UAMisc.FLAG_STEP_INCREMENT, action_data.
m_Player);
62 totem.AddRefresherTime01(UAMisc.FLAG_STEP_INCREMENT);
ref CCIBase m_ConditionItem
ref CCTBase m_ConditionTarget
protected bool m_FullBody
protected int m_StanceMask
class ActionTargets ActionTarget
protected ActionData m_ActionData
ref CABase m_ActionComponent
ref ActionTarget m_Target
override void CreateActionComponent()
override void OnFinishProgressServer(ActionData action_data)
override bool HasProgress()
override void CreateConditionComponents()
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
override bool HasTarget()
protected int m_CommandUID
protected m_CallbackClass
DayZPlayerConstants
defined in C++