101{
103
105 {
108
109 m_Text = "#eat";
110 }
111
113 {
115 }
116
118 {
119 return true;
120 }
121
123 {
124 return false;
125 }
126
128 {
130 m_ConditionTarget =
new CCTSelf();
131 }
132
134 {
136 return super.ActionCondition(player, target, item) && player.CanEatAndDrink() && player.CanConsumeFood(dta) && item.CanBeConsumed(dta);
137 }
138
140 {
142
143 if (player && action_data.m_MainItem)
144 {
148 consumeData.
m_Source = action_data.m_MainItem;
149 consumeData.
m_Agents = action_data.m_Player.GetBloodyHandsPenaltyAgents();
150
151 player.Consume(consumeData);
152 }
153 }
154
156 {
157 super.OnEndServer(action_data);
158
159 if (action_data.m_MainItem && (action_data.m_MainItem.GetQuantity() <= 0))
160 action_data.m_MainItem.SetQuantity(0);
161 }
162}
163
166{
168 {
169 m_ActionData.m_ActionComponent = new CASingleUseQuantityEdible(UAQuantityConsumed.DEFAULT);
170 }
171}
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++