DayZ 1.24
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ActionCraftImprovisedHeadCover.c
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2{
3 private const float TIME_TO_CRAFT_CLOTHES = 5.0;
4
5 override void CreateActionComponent()
6 {
7 //float adjusted_time = m_ActionData.m_Player.GetSoftSkillsManager().AdjustCraftingTime(TIME_TO_CRAFT_CLOTHES,UASoftSkillsWeight.ROUGH_HIGH);
9 }
10};
11
12
14{
16 {
18 m_CommandUID = DayZPlayerConstants.CMD_ACTIONFB_CRAFTING;
19 m_FullBody = true;
20 m_StanceMask = DayZPlayerConstants.STANCEMASK_CROUCH;
22 m_Text = "#STR_CraftImprovisedHeadCover";
23 }
24
30
31 override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
32 {
33 if (item.GetQuantity() >= 2)
34 return true;
35 return false;
36 }
37
38 override bool HasTarget()
39 {
40 return false;
41 }
42
44 {
47
48 cover = action_data.m_Player.SpawnEntityOnGroundPos("HeadCover_Improvised", action_data.m_Player.GetPosition());
49 action_data.m_MainItem.AddQuantity(-2);
50
51 MiscGameplayFunctions.TransferItemProperties(item_ingredient, cover);
52 }
53
55 {
56 return "ImprovisedCloth_craft";
57 }
58};
bool m_FullBody
Definition ActionBase.c:52
string m_Text
Definition ActionBase.c:49
ref CCIBase m_ConditionItem
Definition ActionBase.c:55
float m_SpecialtyWeight
Definition ActionBase.c:68
ref CCTBase m_ConditionTarget
Definition ActionBase.c:56
int m_StanceMask
Definition ActionBase.c:53
ActionData m_ActionData
override string GetSoundCategory(ActionData action_data)
override void OnFinishProgressServer(ActionData action_data)
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
ref CABase m_ActionComponent
Definition ActionBase.c:30
DayZPlayerConstants
defined in C++
Definition dayzplayer.c:597