DayZ
1.28
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ActionBandageSelf.c
См. документацию.
1
class
ActionBandageSelfCB
:
ActionContinuousBaseCB
2
{
3
override
void
CreateActionComponent
()
4
{
5
float
effectivity =
m_ActionData
.m_MainItem.GetBandagingEffectivity();
6
float
adjustedTimeSpent = 0;
7
8
if
(effectivity > 0)
9
adjustedTimeSpent =
UATimeSpent
.
BANDAGE
/ effectivity;
10
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m_ActionData
.m_ActionComponent =
new
CAContinuousRepeat
(adjustedTimeSpent);
12
}
13
}
14
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class
ActionBandageSelf
:
ActionBandageBase
16
{
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void
ActionBandageSelf
()
18
{
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m_CallbackClass =
ActionBandageSelfCB
;
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m_CommandUID
=
DayZPlayerConstants
.CMD_ACTIONFB_BANDAGE;
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m_FullBody =
true
;
22
m_StanceMask
=
DayZPlayerConstants
.STANCEMASK_CROUCH;
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m_Text =
"#treat_wound"
;
25
}
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override
void
CreateConditionComponents
()
28
{
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m_ConditionItem =
new
CCINonRuined
();
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m_ConditionTarget =
new
CCTSelf
();
31
}
32
33
override
bool
HasTarget
()
34
{
35
return
false
;
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}
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override
bool
ActionCondition
(
PlayerBase
player,
ActionTarget
target,
ItemBase
item)
39
{
40
return
player.IsBleeding();
41
}
42
43
override
void
OnFinishProgressServer
(
ActionData
action_data)
44
{
45
PlayerBase
target =
PlayerBase
.Cast(action_data.m_Player);
46
if
(action_data.m_MainItem && target)
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ApplyBandage
(action_data.m_MainItem, target);
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}
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}
ActionBandageSelf
ActionBandageSelfCB ActionContinuousBaseCB ActionBandageSelf()
Определения
ActionBandageSelf.c:17
m_CommandUID
int m_CommandUID
Определения
ActionBase.c:31
m_StanceMask
int m_StanceMask
Определения
ActionBase.c:33
ActionData
ActionBase ActionData
Определения
ActionBase.c:30
ActionTarget
void ActionTarget(Object object, Object parent, int componentIndex, vector cursorHitPos, float utility, string surfaceName="")
Определения
ActionTargets.c:121
ActionBandageBase::ApplyBandage
void ApplyBandage(ItemBase item, PlayerBase player)
Определения
ActionBandageBase.c:3
ActionBandageBase
Определения
ActionBandageBase.c:2
ActionBandageSelfCB::CreateActionComponent
override void CreateActionComponent()
Определения
ActionBandageSelf.c:3
ActionBandageSelfCB
Определения
ActionBandageSelf.c:2
ActionBase::HasTarget
bool HasTarget()
Определения
ActionBase.c:244
ActionBase::CreateConditionComponents
void CreateConditionComponents()
Определения
ActionBase.c:230
ActionBaseCB::m_ActionData
ActionData m_ActionData
Определения
AnimatedActionBase.c:3
ActionContinuousBase::OnFinishProgressServer
void OnFinishProgressServer(ActionData action_data)
Определения
ActionContinuousBase.c:283
ActionContinuousBaseCB
Определения
ActionContinuousBase.c:2
AnimatedActionBase::ActionCondition
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
Определения
AnimatedActionBase.c:240
CAContinuousRepeat
Определения
CAContinuousRepeat.c:2
CCINonRuined
Определения
CCINonRuined.c:2
CCTSelf
Определения
CCTSelf.c:2
ItemBase
Определения
4_World/Entities/Core/Inherited/InventoryItem.c:731
PlayerBase
Определения
PlayerBaseClient.c:2
UATimeSpent::BANDAGE
const float BANDAGE
Определения
ActionConstants.c:43
UATimeSpent
Определения
ActionConstants.c:28
DayZPlayerConstants
DayZPlayerConstants
defined in C++
Определения
dayzplayer.c:602
Ishodniki
scripts
4_World
Classes
UserActionsComponent
Actions
Continuous
Medical
ActionBandageSelf.c
Создано системой
1.13.2