107{
109
111 {
114
115 m_Text = "#eat";
116 }
117
119 {
121 }
122
124 {
125 return true;
126 }
127
129 {
130 return false;
131 }
132
134 {
136 m_ConditionTarget =
new CCTSelf();
137 }
138
140 {
142 return super.ActionCondition(player, target, item) && player.CanEatAndDrink() && player.CanConsumeFood(dta) && item.CanBeConsumed(dta);
143 }
144
146 {
148
149 if (player && action_data.m_MainItem)
150 {
154 consumeData.
m_Source = action_data.m_MainItem;
155 consumeData.
m_Agents = action_data.m_Player.GetBloodyHandsPenaltyAgents();
156
157 player.Consume(consumeData);
158 }
159 }
160
162 {
163 super.OnEndServer(action_data);
164
165 if (action_data.m_MainItem && (action_data.m_MainItem.GetQuantity() <= 0))
166 action_data.m_MainItem.SetQuantity(0);
167 }
168}
169
172{
174 {
175 m_ActionData.m_ActionComponent = new CASingleUseQuantityEdible(UAQuantityConsumed.DEFAULT);
176 }
177}
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++