DayZ 1.27
DayZ Explorer by KGB
 
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ActionCPR.c
См. документацию.
2{
3 private const float REPEAT_AFTER_SEC = 1;
4
5 override void CreateActionComponent()
6 {
7 m_ActionData.m_ActionComponent = new CAContinuousRepeat(REPEAT_AFTER_SEC);
8 }
9};
10
12{
13 void ActionCPR()
14 {
16 m_CommandUID = DayZPlayerConstants.CMD_ACTIONFB_CPR;
17 m_FullBody = true;
18 m_StanceMask = DayZPlayerConstants.STANCEMASK_CROUCH;
19 m_SpecialtyWeight = UASoftSkillsWeight.ROUGH_HIGH;
20 m_Text = "#cpr";
21 }
22
23 override typename GetInputType()
24 {
26 }
27
28 override void OnStartClient(ActionData action_data)
29 {
30 action_data.m_Player.TryHideItemInHands(true);
31 }
32
33 override void OnStartServer(ActionData action_data)
34 {
35 super.OnStartServer(action_data);
36
37 action_data.m_Player.TryHideItemInHands(true);
38 }
39
45
46 override bool ActionCondition( PlayerBase player, ActionTarget target, ItemBase item )
47 {
48 PlayerBase other_player = PlayerBase.Cast(target.GetObject());
49 bool holds_heavy_item = item && item.IsHeavyBehaviour();
50 return other_player.IsUnconscious() && !holds_heavy_item;
51 }
52
53 /*override void OnFinishProgressClient(ActionData action_data)
54 {
55 action_data.m_Player.TryHideItemInHands(false);
56 }*/
57
58 override void OnFinishProgressServer(ActionData action_data)
59 {
60 PlayerBase other_player = PlayerBase.Cast(action_data.m_Target.GetObject());
61 other_player.GiveShock(5);
62 }
63
64 override void OnExecuteServer(ActionData action_data)
65 {
66
67 }
68
69 override void OnEndServer( ActionData action_data )
70 {
71 super.OnEndServer(action_data);
72
73 if ( action_data.m_Player ) action_data.m_Player.TryHideItemInHands(false);
74 }
75
76 override void OnEndClient( ActionData action_data )
77 {
78 if ( action_data.m_Player ) action_data.m_Player.TryHideItemInHands(false);
79 }
80
81};
ActionBase ActionData
Определения ActionBase.c:30
class ActionTargets ActionTarget
float m_SpecialtyWeight
Определения ActionBase.c:77
int m_StanceMask
Определения ActionBase.c:62
string m_Text
Определения ActionBase.c:58
ref CCIBase m_ConditionItem
Определения ActionBase.c:64
bool m_FullBody
Определения ActionBase.c:61
ref CCTBase m_ConditionTarget
Определения ActionBase.c:65
ActionData m_ActionData
Определения AnimatedActionBase.c:3
override void OnStartServer(ActionData action_data)
Определения ActionCPR.c:33
override void OnEndServer(ActionData action_data)
Определения ActionCPR.c:69
void ActionCPR()
Определения ActionCPR.c:13
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
Определения ActionCPR.c:46
override void OnStartClient(ActionData action_data)
Определения ActionCPR.c:28
override void OnEndClient(ActionData action_data)
Определения ActionCPR.c:76
override GetInputType()
Определения ActionCPR.c:23
override void CreateConditionComponents()
Определения ActionCPR.c:40
override void OnFinishProgressServer(ActionData action_data)
Определения ActionCPR.c:58
override void OnExecuteServer(ActionData action_data)
Определения ActionCPR.c:64
override void CreateActionComponent()
Определения ActionCPR.c:5
const float REPEAT_AFTER_SEC
Определения ActionCPR.c:3
Определения ActionCPR.c:2
void ActionContinuousBase()
Определения ActionContinuousBase.c:124
int m_CommandUID
Определения AnimatedActionBase.c:143
Определения CCINone.c:2
Определения CCTMan.c:2
Определения InventoryItem.c:731
Определения PlayerBaseClient.c:2
const float DEFAULT
Определения ActionConstants.c:112
DayZPlayerConstants
defined in C++
Определения dayzplayer.c:602