5 float effectivity =
m_ActionData.m_MainItem.GetBandagingEffectivity();
6 float adjustedTimeSpent = 0;
24 m_Text =
"#treat_persons_wound";
45 return otherPlayer.IsBleeding();
63 g_Game.GetAnalyticsClient().OnActionBandageTarget();
ActionBandageTargetCB ActionContinuousBaseCB ActionBandageTarget()
void CreateConditionComponents()
ref CCIBase m_ConditionItem
ref CCTBase m_ConditionTarget
bool CanReceiveAction(ActionTarget target)
bool CanTargetBeInVehicle()
void ActionTarget(Object object, Object parent, int componentIndex, vector cursorHitPos, float utility, string surfaceName="")
void ApplyBandage(ItemBase item, PlayerBase player)
override void CreateActionComponent()
void OnFinishProgressClient(ActionData action_data)
void OnFinishProgressServer(ActionData action_data)
ref ActionTarget m_Target
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
DayZPlayerConstants
defined in C++