DayZ 1.27
DayZ Explorer by KGB
 
Загрузка...
Поиск...
Не найдено
ActionBandageTarget.c
См. документацию.
2{
3 override void CreateActionComponent()
4 {
5 float effectivity = m_ActionData.m_MainItem.GetBandagingEffectivity();
6 float adjustedTimeSpent = 0;
7
8 if (effectivity > 0)
9 adjustedTimeSpent = UATimeSpent.BANDAGE / effectivity;
10
11 m_ActionData.m_ActionComponent = new CAContinuousRepeat(adjustedTimeSpent);
12 }
13}
14
16{
18 {
19 m_CallbackClass = ActionBandageTargetCB;
20 m_CommandUID = DayZPlayerConstants.CMD_ACTIONFB_BANDAGETARGET;
21 m_FullBody = true;
22 m_StanceMask = DayZPlayerConstants.STANCEMASK_ERECT | DayZPlayerConstants.STANCEMASK_CROUCH;
23
24 m_Text = "#treat_persons_wound";
25 }
26
28 {
29 m_ConditionItem = new CCINonRuined();
30 m_ConditionTarget = new CCTMan(UAMaxDistances.DEFAULT);
31 }
32
33 override int GetStanceMask(PlayerBase player)
34 {
35 if (player.IsPlayerInStance(DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_PRONE))
36 return DayZPlayerConstants.STANCEMASK_CROUCH;
37 else
38 return DayZPlayerConstants.STANCEMASK_ERECT;
39 }
40
41 override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
42 {
43 PlayerBase otherPlayer = PlayerBase.Cast(target.GetObject());
44 if (otherPlayer)
45 return otherPlayer.IsBleeding();
46
47 return false;
48 }
49
50 override void OnFinishProgressServer(ActionData action_data)
51 {
52 PlayerBase target = PlayerBase.Cast(action_data.m_Target.GetObject());
53
54 if (action_data.m_MainItem && target)
55 {
56 if (CanReceiveAction(action_data.m_Target))
57 ApplyBandage(action_data.m_MainItem, target);
58 }
59 }
60
65
66 override bool CanTargetBeInVehicle()
67 {
68 return true;
69 }
70}
ActionBandageTargetCB ActionContinuousBaseCB ActionBandageTarget()
Определения ActionBandageTarget.c:17
int m_CommandUID
Определения ActionBase.c:31
int m_StanceMask
Определения ActionBase.c:33
ActionBase ActionData
Определения ActionBase.c:30
class ActionTargets ActionTarget
int GetStanceMask()
Определения PluginDayzPlayerDebug.c:76
void ApplyBandage(ItemBase item, PlayerBase player)
Определения ActionBandageBase.c:3
override void CreateActionComponent()
Определения ActionBandageTarget.c:3
bool CanTargetBeInVehicle()
Определения ActionBase.c:328
bool CanReceiveAction(ActionTarget target)
Определения ActionBase.c:793
void CreateConditionComponents()
Определения ActionBase.c:230
ActionData m_ActionData
Определения AnimatedActionBase.c:3
void OnFinishProgressClient(ActionData action_data)
Определения ActionContinuousBase.c:287
void OnFinishProgressServer(ActionData action_data)
Определения ActionContinuousBase.c:283
void OnActionBandageTarget()
Определения AnalyticsManagerClient.c:69
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
Определения AnimatedActionBase.c:240
Определения CCINonRuined.c:2
Определения CCTMan.c:2
AnalyticsManagerClient GetAnalyticsClient()
Определения Game.c:1513
Определения InventoryItem.c:731
Определения PlayerBaseClient.c:2
const float DEFAULT
Определения ActionConstants.c:112
const float BANDAGE
Определения ActionConstants.c:43
Определения ActionConstants.c:28
DayZPlayerConstants
defined in C++
Определения dayzplayer.c:602
proto native CGame GetGame()