30 return (
GetGame().IsMultiplayer() &&
GetGame().IsServer() ) || ( player.HasBloodyHands() && !player.GetItemInHands() && !player.GetItemOnSlot(
"Gloves") );
35 super.OnEndServer(action_data);
40 module_lifespan.UpdateBloodyHandsVisibility( action_data.m_Player,
false );
41 action_data.m_Player.ClearBloodyHandsPenaltyChancePerAgent(
eAgents.SALMONELLA);
class ActionTargets ActionTarget
void CCTWaterSurfaceEx(float maximal_target_distance, int allowedLiquidSource)
PluginBase GetPlugin(typename plugin_type)
ref CCIBase m_ConditionItem
ref CCTBase m_ConditionTarget
override void CreateConditionComponents()
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
override void OnEndServer(ActionData action_data)
void ActionWashHandsWaterOne()
override void CreateActionComponent()
DayZPlayerConstants
defined in C++
proto native CGame GetGame()
const int LIQUID_GROUP_WATER