--*********************************************************** --** THE INDIE STONE ** --*********************************************************** require "TimedActions/ISBaseTimedAction" ISTakeCarBatteryChargerAction = ISBaseTimedAction:derive("ISTakeCarBatteryChargerAction") function ISTakeCarBatteryChargerAction:isValid() return self.charger:getObjectIndex() ~= -1 and self.charger:getBattery() == nil end function ISTakeCarBatteryChargerAction:waitToStart() self.character:faceThisObject(self.charger) return self.character:shouldBeTurning() end function ISTakeCarBatteryChargerAction:update() self.character:faceThisObject(self.charger) end function ISTakeCarBatteryChargerAction:start() self:setActionAnim("Loot") self.character:SetVariable("LootPosition", "Low") end function ISTakeCarBatteryChargerAction:stop() ISBaseTimedAction.stop(self) end function ISTakeCarBatteryChargerAction:perform() local sq = self.charger:getSquare() local args = { x = sq:getX(), y = sq:getY(), z = sq:getZ() } sendClientCommand(self.character, 'carBatteryCharger', 'take', args) -- needed to remove from queue / start next. ISBaseTimedAction.perform(self) end function ISTakeCarBatteryChargerAction:new(character, charger, time) local o = ISBaseTimedAction.new(self, character) o.stopOnWalk = true o.stopOnRun = true o.maxTime = time o.charger = charger return o end