90{
92
94 {
97
98 m_Text = "#eat";
99 }
100
102 {
104 }
105
107 {
108 return true;
109 }
110
112 {
113 return false;
114 }
115
117 {
119 m_ConditionTarget =
new CCTSelf();
120 }
121
123 {
125 return super.ActionCondition(player, target, item) && player.CanEatAndDrink() && player.CanConsumeFood(dta) && item.CanBeConsumed(dta);
126 }
127
129 {
131
132 if (player && action_data.m_MainItem)
133 {
137 consumeData.
m_Source = action_data.m_MainItem;
138 consumeData.
m_Agents = action_data.m_Player.GetBloodyHandsPenaltyAgents();
139
140 player.Consume(consumeData);
141 }
142 }
143
145 {
146 super.OnEndServer(action_data);
147
148 if (action_data.m_MainItem && (action_data.m_MainItem.GetQuantity() <= 0))
149 action_data.m_MainItem.SetQuantity(0);
150 }
151}
152
155{
157 {
158 m_ActionData.m_ActionComponent = new CASingleUseQuantityEdible(UAQuantityConsumed.DEFAULT);
159 }
160}
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++