30 action_data.m_Player.TryHideItemInHands(
true);
35 super.OnStartServer(action_data);
37 action_data.m_Player.TryHideItemInHands(
true);
49 bool holds_heavy_item = item && item.IsHeavyBehaviour();
50 return other_player.IsUnconscious() && !holds_heavy_item;
61 other_player.GiveShock(5);
71 super.OnEndServer(action_data);
73 if ( action_data.m_Player ) action_data.m_Player.TryHideItemInHands(
false);
78 if ( action_data.m_Player ) action_data.m_Player.TryHideItemInHands(
false);
class ActionTargets ActionTarget
ref CCIBase m_ConditionItem
ref CCTBase m_ConditionTarget
override void OnStartServer(ActionData action_data)
override void OnEndServer(ActionData action_data)
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
override void OnStartClient(ActionData action_data)
override void OnEndClient(ActionData action_data)
override void CreateConditionComponents()
override void OnFinishProgressServer(ActionData action_data)
override void OnExecuteServer(ActionData action_data)
override void CreateActionComponent()
const float REPEAT_AFTER_SEC
void ActionContinuousBase()
DayZPlayerConstants
defined in C++