24 m_ConditionTarget =
new CCTSelf();
34 if (!super.ActionCondition(player, target, item))
37 return player.IsBleeding();
43 if (action_data.m_MainItem && player)
49 if (player.GetBleedingManagerServer())
50 player.GetBleedingManagerServer().RemoveMostSignificantBleedingSourceEx(item);
52 PluginTransmissionAgents transmissionAgents = PluginTransmissionAgents.Cast(
GetPlugin(PluginTransmissionAgents));
55 if (item.HasQuantity())
56 item.AddQuantity(-20,
true);
ActionSewSelfCB ActionContinuousBaseCB ActionSewSelf()
void ActionTarget(Object object, Object parent, int componentIndex, vector cursorHitPos, float utility, string surfaceName="")
PluginBase GetPlugin(typename plugin_type)
void ApplyBandage(ItemBase item, PlayerBase player)
void CreateConditionComponents()
void OnFinishProgressServer(ActionData action_data)
override void CreateActionComponent()
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
DayZPlayerConstants
defined in C++
const int AGT_ITEM_TO_FLESH