13 ItemBase item = action_data.m_MainItem;
14 item.AddQuantity(-item.GetDisinfectQuantity());
27 m_SpecialtyWeight = UASoftSkillsWeight.PRECISE_LOW;
31 m_Text =
"#disinfect_self";
37 m_ConditionTarget =
new CCTSelf;
47 return (player.IsBleeding() || (player.m_SyncedModifiers &
eModifierSyncIDs.MODIFIER_SYNC_WOUND_INFECT_1) || (player.m_SyncedModifiers &
eModifierSyncIDs.MODIFIER_SYNC_WOUND_INFECT_2));
54 if( action_data.m_Player.GetModifiersManager().IsModifierActive(
eModifiers.MDF_DISINFECTION))
56 action_data.m_Player.GetModifiersManager().DeactivateModifier(
eModifiers.MDF_DISINFECTION );
58 action_data.m_Player.GetModifiersManager().ActivateModifier(
eModifiers.MDF_DISINFECTION );
void ActionDisinfectSelf()
override void CreateConditionComponents()
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
override bool HasTarget()
ActionDisinfectBase m_GramsConsumedPerUse
void ActionTarget(Object object, Object parent, int componentIndex, vector cursorHitPos, float utility, string surfaceName="")
void ActionContinuousBase()
void OnFinishProgressServer(ActionData action_data)
void Apply(ActionData action_data)
override void CreateActionComponent()
DayZPlayerConstants
defined in C++