DayZ 1.27
DayZ Explorer by KGB
 
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ActionGiveBloodTarget.c
См. документацию.
8
10{
12 {
14 m_SpecialtyWeight = UASoftSkillsWeight.PRECISE_HIGH;
15
16 m_CommandUID = DayZPlayerConstants.CMD_ACTIONFB_SALINEBLOODBAGTARGET;
17 m_FullBody = true;
18 m_StanceMask = DayZPlayerConstants.STANCEMASK_ERECT | DayZPlayerConstants.STANCEMASK_CROUCH;
19 m_Text = "#give_blood_person";
20 }
21
27
29 {
31 return action_data;
32 }
33
34 override bool SetupAction(PlayerBase player, ActionTarget target, ItemBase item, out ActionData action_data, Param extra_data = NULL )
35 {
36 if ( super.SetupAction(player, target, item, action_data, extra_data ) )
37 {
38 ActionGiveBloodData action_data_b = ActionGiveBloodData.Cast( action_data );
39 action_data_b.m_ItemBloodType = action_data.m_MainItem.GetLiquidType();
40 action_data_b.m_BloodAmount = action_data.m_MainItem.GetQuantity();
41 action_data_b.m_Agents = action_data.m_MainItem.GetAgents();
42 return true;
43 }
44 return false;
45 }
46
47 override void OnEndAnimationLoopServer( ActionData action_data )
48 {
49 //OnFinishProgressServer(action_data);
50
51 if ( action_data.m_MainItem.IsKindOf("BloodSyringe") )
52 {
53 SyringeLambda lambda = new SyringeLambda(action_data.m_MainItem, "Syringe", action_data.m_Player);
54 lambda.SetTransferParams(true, true, true);
55 MiscGameplayFunctions.TurnItemIntoItemEx(action_data.m_Player, lambda);
56 }
57 }
58
59 override void OnEndServer(ActionData action_data)
60 {
61 super.OnEndServer(action_data);
62
63 ActionGiveBloodData action_data_b = ActionGiveBloodData.Cast( action_data );
64 float blood_obtained = action_data_b.m_BloodAmount - action_data_b.m_MainItem.GetQuantity();
65 PlayerBase player_target = PlayerBase.Cast(action_data_b.m_Target.GetObject());
66
67
68 PluginTransmissionAgents plugin = PluginTransmissionAgents.Cast(GetPlugin(PluginTransmissionAgents));
69 plugin.TransmitAgents(action_data.m_MainItem, player_target, AGT_UACTION_TO_PLAYER,blood_obtained );
70
71
72 int bloodtypetarget = player_target.GetStatBloodType().Get();
73 bool bloodmatch = BloodTypes.MatchBloodCompatibility(action_data_b.m_ItemBloodType, bloodtypetarget);
74
75 if ( !bloodmatch )
76 {
77
78
80 {
81 player_target.m_UnconsciousEndTime = -60;
82 player_target.SetHealth("","Shock",0);
83
85 {
86 player_target.m_ModifiersManager.ActivateModifier(eModifiers.MDF_HEMOLYTIC_REACTION);
87 }
88 }
89 }
90
91 if ( action_data_b.m_MainItem && action_data_b.m_MainItem.GetQuantity() <= 0.01 )
92 {
93 action_data_b.m_MainItem.SetQuantity(0);
94 }
95
96 if (!(action_data_b.m_Agents & eAgents.CHEMICAL_POISON))//does bloodbag NOT contain nerve agent ?
97 {
98 float remove_count_agents = blood_obtained * ActionGiveBloodSelf.CHEM_AGENT_BLOOD_REMOVAL_MODIFIER;
99 player_target.InsertAgent(eAgents.CHEMICAL_POISON, -remove_count_agents);
100
101 }
102 }
103};
ActionBase ActionData
Определения ActionBase.c:30
class ActionTargets ActionTarget
eAgents
Определения EAgents.c:3
PluginBase GetPlugin(typename plugin_type)
Определения PluginManager.c:316
float m_SpecialtyWeight
Определения ActionBase.c:77
int m_StanceMask
Определения ActionBase.c:62
string m_Text
Определения ActionBase.c:58
ref CCIBase m_ConditionItem
Определения ActionBase.c:64
bool m_FullBody
Определения ActionBase.c:61
ref CCTBase m_ConditionTarget
Определения ActionBase.c:65
ActionData m_ActionData
Определения AnimatedActionBase.c:3
void ActionContinuousBase()
Определения ActionContinuousBase.c:124
int m_Agents
Определения ActionGiveBloodSelf.c:5
float m_BloodAmount
Определения ActionGiveBloodSelf.c:4
int m_ItemBloodType
Определения ActionGiveBloodSelf.c:3
const float CHEM_AGENT_BLOOD_REMOVAL_MODIFIER
Определения ActionGiveBloodSelf.c:18
override bool SetupAction(PlayerBase player, ActionTarget target, ItemBase item, out ActionData action_data, Param extra_data=NULL)
Определения ActionGiveBloodTarget.c:34
override void CreateConditionComponents()
Определения ActionGiveBloodTarget.c:22
void ActionGiveBloodTarget()
Определения ActionGiveBloodTarget.c:11
override ActionData CreateActionData()
Определения ActionGiveBloodTarget.c:28
override void OnEndServer(ActionData action_data)
Определения ActionGiveBloodTarget.c:59
override void OnEndAnimationLoopServer(ActionData action_data)
Определения ActionGiveBloodTarget.c:47
override void CreateActionComponent()
Определения ActionGiveBloodTarget.c:3
int m_CommandUID
Определения AnimatedActionBase.c:143
static bool MatchBloodCompatibility(int bloodtypetarget, int bloodtype)
Определения BloodType.c:39
Определения BloodType.c:2
Определения CCINonRuined.c:2
Определения CCTMan.c:2
Определения InventoryItem.c:731
Base Param Class with no parameters. Used as general purpose parameter overloaded with Param1 to Para...
Определения param.c:12
Определения PlayerBaseClient.c:2
static const float HEMOLYTIC_RISK_SHOCK_THRESHOLD
Определения PlayerConstants.c:118
static const float HEMOLYTIC_REACTION_THRESHOLD
Определения PlayerConstants.c:119
Определения PlayerConstants.c:2
const float DEFAULT
Определения ActionConstants.c:112
const float BLOOD
Определения ActionConstants.c:15
const float BLOOD
Определения ActionConstants.c:99
Определения ActionConstants.c:28
DayZPlayerConstants
defined in C++
Определения dayzplayer.c:602
eModifiers
Определения eModifiers.c:2
const int AGT_UACTION_TO_PLAYER
Определения constants.c:502