DayZ Scripts
v1.21.156300 ยท Jun 20, 2023
 
Loading...
Searching...
No Matches
ActionDismantleOven.c
Go to the documentation of this file.
2{
3 override void CreateActionComponent()
4 {
6 }
7}
8
10{
12 {
13 m_CallbackClass = ActionDismantleOvenCB;
14 m_CommandUID = DayZPlayerConstants.CMD_ACTIONFB_CRAFTING;
15 m_FullBody = true;
16 m_StanceMask = DayZPlayerConstants.STANCEMASK_CROUCH;
18
19 m_Text = "#dismantle_oven";
20 }
21
23 {
24
27 }
28
29 override typename GetInputType()
30 {
32 }
33
34 /*override bool HasProgress()
35 {
36 return false;
37 }*/
38
39 override bool ActionCondition( PlayerBase player, ActionTarget target, ItemBase item )
40 {
41 //Action not allowed if player has broken legs
42 if (player.GetBrokenLegs() == eBrokenLegs.BROKEN_LEGS)
43 return false;
44
45 Object target_object = target.GetObject();
46
47 if ( target_object && target_object.IsFireplace() )
48 {
49 FireplaceBase fireplace_target = FireplaceBase.Cast( target_object );
50
51 if ( fireplace_target.IsBaseFireplace() && fireplace_target.CanDismantleOven() )
52 {
53 return true;
54 }
55 }
56
57 return false;
58 }
59
60 override void OnFinishProgressServer( ActionData action_data )
61 {
62 Object target_object = action_data.m_Target.GetObject();
63 FireplaceBase fireplace_target = FireplaceBase.Cast( target_object );
64
65 if ( fireplace_target.CanDismantleOven() )
66 {
67 ItemBase attached_item = ItemBase.Cast( fireplace_target.GetAttachmentByType( fireplace_target.ATTACHMENT_STONES ) );
68
69 // for backward compatibility - for the cases built before slot locking was commented out for the stone att slot
70 InventoryLocation inventory_location = new InventoryLocation;
71 attached_item.GetInventory().GetCurrentInventoryLocation( inventory_location );
72 fireplace_target.GetInventory().SetSlotLock( inventory_location.GetSlot(), false );
73
74 //set oven state
75 fireplace_target.SetOvenState( false );
76
77 // extend lifetime (either back to stone circle lifetime or standard fireplace one)
78 if ( fireplace_target.HasStoneCircle() )
79 {
80 fireplace_target.SetLifetimeMax( FireplaceBase.LIFETIME_FIREPLACE_STONE_CIRCLE );
81 }
82 else
83 {
84 fireplace_target.SetLifetimeMax( 10800 );
85 }
86
87 //add specialty to soft skills
88 action_data.m_Player.GetSoftSkillsManager().AddSpecialty( m_SpecialtyWeight );
89 }
90 }
91}
void CreateConditionComponents()
Definition ActionBase.c:218
protected float m_SpecialtyWeight
Definition ActionBase.c:68
ref CCIBase m_ConditionItem
Definition ActionBase.c:55
ref CCTBase m_ConditionTarget
Definition ActionBase.c:56
protected string m_Text
Definition ActionBase.c:49
protected bool m_FullBody
Definition ActionBase.c:52
protected int m_StanceMask
Definition ActionBase.c:53
ActionDismantleOvenCB ActionContinuousBaseCB ActionDismantleOven()
class ActionTargets ActionTarget
eBrokenLegs
Definition EBrokenLegs.c:2
protected ActionData m_ActionData
protected void OnFinishProgressServer(ActionData action_data)
PlayerBase m_Player
Definition ActionBase.c:33
ref CABase m_ActionComponent
Definition ActionBase.c:30
ref ActionTarget m_Target
Definition ActionBase.c:32
override void CreateActionComponent()
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
override bool IsBaseFireplace()
Definition Fireplace.c:19
InventoryLocation.
proto native int GetSlot()
returns slot id if current type is Attachment
const float DEFAULT
const float DEFAULT_DECONSTRUCT
DayZPlayerConstants
defined in C++
Definition dayzplayer.c:602