20 m_Text =
"#check_pulse_target";
38 string blood_msg =
"strong";
39 string pulse_msg =
"";
43 pulse_msg =
"_irregular";
51 blood_msg =
"moderate";
62 string message =
"#"+
"pulse_" + blood_msg + pulse_msg;
70 if( ntarget && ntarget.IsAlive())
94 bool pulse_type = target_player.GetPulseType();
108 action_data.m_Player.m_CheckPulseLastTarget = ntarget;
class ActionTargets ActionTarget
ref CCIBase m_ConditionItem
ref CCTBase m_ConditionTarget
void ActionCheckPulseTarget()
override void OnFinishProgressServer(ActionData action_data)
override void OnFinishProgressClient(ActionData action_data)
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
override void CreateConditionComponents()
static string GetPulseMessage(EPulseType pulse_type, int blood_level)
const int TARGET_IRREGULAR_PULSE_BIT
override void CreateActionComponent()
void ActionContinuousBase()
proto native void RPCSingleParam(Object target, int rpc_type, Param param, bool guaranteed, PlayerIdentity recipient=null)
see CGame.RPC
static ref Param1< int > PARAM1_INT
DayZPlayerConstants
defined in C++
proto native CGame GetGame()