5 float effectivity =
m_ActionData.m_MainItem.GetBandagingEffectivity();
6 float adjustedTimeSpent = 0;
40 return player.IsBleeding();
ActionBandageSelfCB ActionContinuousBaseCB ActionBandageSelf()
void CreateConditionComponents()
ref CCIBase m_ConditionItem
ref CCTBase m_ConditionTarget
void ActionTarget(Object object, Object parent, int componentIndex, vector cursorHitPos, float utility, string surfaceName="")
void ApplyBandage(ItemBase item, PlayerBase player)
override void CreateActionComponent()
void OnFinishProgressServer(ActionData action_data)
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
DayZPlayerConstants
defined in C++