DayZ Scripts
v1.21.156300 ยท Jun 20, 2023
 
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ActionTuneRadioStation.c
Go to the documentation of this file.
2{
3 private const float REPEAT_AFTER_SEC = 1.0;
4
5 override void CreateActionComponent()
6 {
8 }
9}
10
12{
14 {
15 m_CallbackClass = ActionTuneRadioStationCB;
16 m_CommandUID = DayZPlayerConstants.CMD_ACTIONMOD_ITEM_TUNE;
17 m_CommandUIDProne = DayZPlayerConstants.CMD_ACTIONFB_ITEM_TUNE;
19
20 m_Text = "#tune_radio_station";
21 }
22
24 {
27 }
28
29 override bool HasProneException()
30 {
31 return true;
32 }
33
34 override bool HasTarget()
35 {
36 return false;
37 }
38
39 override bool ActionCondition ( PlayerBase player, ActionTarget target, ItemBase item )
40 {
41 Radio radio = Radio.Cast( item );
42
43 if ( radio.CanOperate() )
44 {
45 return true;
46 }
47
48 return false;
49 }
50
51 override void OnFinishProgressServer( ActionData action_data )
52 {
53 Radio radio = Radio.Cast( action_data.m_MainItem );
54 radio.TuneNextStation();
55 action_data.m_Player.GetSoftSkillsManager().AddSpecialty( m_SpecialtyWeight );
56 }
57}
void CreateConditionComponents()
Definition ActionBase.c:218
protected float m_SpecialtyWeight
Definition ActionBase.c:68
bool HasTarget()
Definition ActionBase.c:232
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
ActionTuneRadioStationCB ActionContinuousBaseCB ActionTuneRadioStation()
protected ActionData m_ActionData
protected void OnFinishProgressServer(ActionData action_data)
ItemBase m_MainItem
Definition ActionBase.c:28
PlayerBase m_Player
Definition ActionBase.c:33
ref CABase m_ActionComponent
Definition ActionBase.c:30
private const float REPEAT_AFTER_SEC
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
override bool HasProneException()
DayZPlayerConstants
defined in C++
Definition dayzplayer.c:602