72 if ( constrution_part )
74 return "#repair" +
" " + constrution_part.
GetName();
84 if (player.GetBrokenLegs() ==
eBrokenLegs.BROKEN_LEGS)
98 Construction construction = base_building.GetConstruction();
101 string part_name = action_data.
m_Target.GetObject().GetActionComponentName( RepairPartActionData.Cast(action_data).m_ComponentIndex );
103 PluginRepairing module_repairing;
106 DamageSystem.GetDamageZoneFromComponentName(base_building,part_name,zone_name);
110 construction.TakeMaterialsServer(part_name,
true);
120 switch( item.Type() )
139 RepairPartActionData action_data =
new RepairPartActionData;
145 super.WriteToContext(ctx, action_data);
146 RepairPartActionData repair_action_data;
150 repair_action_data.m_ComponentIndex = action_data.
m_Target.GetComponentIndex();
151 ctx.
Write(repair_action_data.m_ComponentIndex);
157 if(!action_recive_data)
163 super.ReadFromContext(ctx, action_recive_data);
168 if ( !ctx.
Read(component_index) )
178 super.HandleReciveData(action_recive_data, action_data);
188 Object target_object = target.GetObject();
189 if ( target_object && target_object.CanUseConstruction() )
191 string part_name = target_object.GetActionComponentName( target.GetComponentIndex() );
194 Construction construction = base_building.GetConstruction();
195 ConstructionPart construction_part = construction.GetConstructionPart( part_name );
197 if ( construction_part )
215 DamageSystem.GetDamageZoneFromComponentName(base_building,part_name,zone_name);
222 if ( !construction.HasMaterials(part_name,
true) )
239 return " repaired " + action_data.
m_Target.GetObject().GetDisplayName() +
" with " + action_data.
m_MainItem.GetDisplayName();
protected float m_SpecialtyWeight
ref CCIBase m_ConditionItem
ref CCTBase m_ConditionTarget
protected bool m_FullBody
protected int m_StanceMask
class ActionTargets ActionTarget
void Construction(BaseBuildingBase parent)
PluginBase GetPlugin(typename plugin_type)
protected ActionData m_ActionData
ref CABase m_ActionComponent
ref ActionTarget m_Target
float SetCallbackDuration(ItemBase item)
override void CreateActionComponent()
override void OnFinishProgressServer(ActionData action_data)
override bool ActionConditionContinue(ActionData action_data)
override void OnActionInfoUpdate(PlayerBase player, ActionTarget target, ItemBase item)
protected override void SetBuildingAnimation(ItemBase item)
override string GetAdminLogMessage(ActionData action_data)
override ActionData CreateActionData()
protected bool RepairCondition(PlayerBase player, ActionTarget target, ItemBase item, bool camera_check)
override void CreateConditionComponents()
override bool ReadFromContext(ParamsReadContext ctx, out ActionReciveData action_recive_data)
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
override void WriteToContext(ParamsWriteContext ctx, ActionData action_data)
override void HandleReciveData(ActionReciveData action_recive_data, ActionData action_data)
override string GetText()
protected int m_CommandUID
protected m_CallbackClass
override bool IsFacingPlayer(PlayerBase player, string selection)
override bool IsFacingCamera(string selection)
override bool HasProperDistance(string selection, PlayerBase player)
Super root of all classes in Enforce script.
ConstructionPart GetTargetPart()
void SetTargetPart(ConstructionPart target_part)
int m_ComponentIndexRecived
Serialization general interface. Serializer API works with:
proto bool Write(void value_out)
proto bool Read(void value_in)
const float BASEBUILDING_REPAIR_FAST
DayZPlayerConstants
defined in C++
proto native CGame GetGame()
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.