85{
87
89 {
92
93 m_Text = "#eat";
94 }
95
97 {
99 }
100
102 {
103 return true;
104 }
105
107 {
108 return false;
109 }
110
112 {
114 m_ConditionTarget =
new CCTSelf();
115 }
116
118 {
120 return super.ActionCondition(player, target, item) && player.CanEatAndDrink() && player.CanConsumeFood(dta) && item.CanBeConsumed(dta);
121 }
122
124 {
126
127 if (player && action_data.m_MainItem)
128 {
132 consumeData.
m_Source = action_data.m_MainItem;
133 consumeData.
m_Agents = action_data.m_Player.GetBloodyHandsPenaltyAgents();
134
135 player.Consume(consumeData);
136 }
137 }
138
140 {
141 super.OnEndServer(action_data);
142
143 if (action_data.m_MainItem && (action_data.m_MainItem.GetQuantity() <= 0))
144 action_data.m_MainItem.SetQuantity(0);
145 }
146}
147
150{
152 {
153 m_ActionData.m_ActionComponent = new CASingleUseQuantityEdible(UAQuantityConsumed.DEFAULT);
154 }
155}
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++