require "TimedActions/ISBaseTimedAction" ISRemoveWeaponUpgrade = ISBaseTimedAction:derive("ISRemoveWeaponUpgrade"); local function predicateNotBroken(item) return not item:isBroken() end function ISRemoveWeaponUpgrade:isValid() if not self.character:getInventory():containsTagEval("Screwdriver", predicateNotBroken) then return false end if not self.character:getInventory():contains(self.weapon) then return false end return self.weapon:getWeaponPart(self.part:getPartType()) == self.part end function ISRemoveWeaponUpgrade:update() self.character:setMetabolicTarget(Metabolics.LightDomestic); end function ISRemoveWeaponUpgrade:start() end function ISRemoveWeaponUpgrade:stop() ISBaseTimedAction.stop(self); end function ISRemoveWeaponUpgrade:perform() self.weapon:detachWeaponPart(self.part) self.character:getInventory():AddItem(self.part); self.character:resetEquippedHandsModels(); -- needed to remove from queue / start next. ISBaseTimedAction.perform(self); end function ISRemoveWeaponUpgrade:new(character, weapon, part, time) local o = {} setmetatable(o, self) self.__index = self o.character = character; o.weapon = weapon; o.part = part; o.stopOnWalk = true; o.stopOnRun = true; o.maxTime = time; return o; end