95{
97
99 {
102
103 m_Text = "#eat";
104 }
105
107 {
109 }
110
112 {
113 return true;
114 }
115
117 {
118 return false;
119 }
120
122 {
124 m_ConditionTarget =
new CCTSelf();
125 }
126
128 {
130 return super.ActionCondition(player, target, item) && player.CanEatAndDrink() && player.CanConsumeFood(dta) && item.CanBeConsumed(dta);
131 }
132
134 {
136
137 if (player && action_data.m_MainItem)
138 {
142 consumeData.
m_Source = action_data.m_MainItem;
143 consumeData.
m_Agents = action_data.m_Player.GetBloodyHandsPenaltyAgents();
144
145 player.Consume(consumeData);
146 }
147 }
148
150 {
151 super.OnEndServer(action_data);
152
153 if (action_data.m_MainItem && (action_data.m_MainItem.GetQuantity() <= 0))
154 action_data.m_MainItem.SetQuantity(0);
155 }
156}
157
160{
162 {
163 m_ActionData.m_ActionComponent = new CASingleUseQuantityEdible(UAQuantityConsumed.DEFAULT);
164 }
165}
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++