80{
82
84 {
87
88 m_Text = "#eat";
89 }
90
92 {
94 }
95
97 {
98 return true;
99 }
100
102 {
103 return false;
104 }
105
107 {
109 m_ConditionTarget =
new CCTSelf();
110 }
111
113 {
115 return super.ActionCondition(player, target, item) && player.CanEatAndDrink() && player.CanConsumeFood(dta) && item.CanBeConsumed(dta);
116 }
117
119 {
121
122 if (player && action_data.m_MainItem)
123 {
127 consumeData.
m_Source = action_data.m_MainItem;
128 consumeData.
m_Agents = action_data.m_Player.GetBloodyHandsPenaltyAgents();
129
130 player.Consume(consumeData);
131 }
132 }
133
135 {
136 super.OnEndServer(action_data);
137
138 if (action_data.m_MainItem && (action_data.m_MainItem.GetQuantity() <= 0))
139 action_data.m_MainItem.SetQuantity(0);
140 }
141}
142
145{
147 {
148 m_ActionData.m_ActionComponent = new CASingleUseQuantityEdible(UAQuantityConsumed.DEFAULT);
149 }
150}
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++