123{
125
127 {
130
131 m_Text = "#eat";
132 }
133
135 {
137 }
138
140 {
141 return true;
142 }
143
145 {
146 return false;
147 }
148
150 {
152 m_ConditionTarget =
new CCTSelf();
153 }
154
156 {
158 return super.ActionCondition(player, target, item) && player.CanEatAndDrink() && player.CanConsumeFood(dta) && item.CanBeConsumed(dta);
159 }
160
162 {
164
165 if (player && action_data.m_MainItem)
166 {
170 consumeData.
m_Source = action_data.m_MainItem;
171 consumeData.
m_Agents = action_data.m_Player.GetBloodyHandsPenaltyAgents();
172
173 player.Consume(consumeData);
174 }
175 }
176
178 {
179 super.OnEndServer(action_data);
180
181 if (action_data.m_MainItem && (action_data.m_MainItem.GetQuantity() <= 0))
182 action_data.m_MainItem.SetQuantity(0);
183 }
184}
185
188{
190 {
191 m_ActionData.m_ActionComponent = new CASingleUseQuantityEdible(UAQuantityConsumed.DEFAULT);
192 }
193}
override void OnEndServer(ActionData action_data)
const int DEFAULT_CONSUMED_QUANTITY
int GetConsumedQuantity()
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
void ActionConsumeSingle()
override void OnExecuteServer(ActionData action_data)
override bool HasProneException()
override void CreateConditionComponents()
override bool HasTarget()
class ActionTargets ActionTarget
override void CreateActionComponent()
DayZPlayerConstants
defined in C++