17 m_Text =
"#fix_persons_fracture";
31 action_data.m_MainItem.TransferModifiers(ntarget);
32 ntarget.ApplySplint();
34 ItemBase new_item =
ItemBase.Cast(ntarget.GetInventory().CreateInInventory(
"Splint_Applied"));
37 MiscGameplayFunctions.TransferItemProperties(action_data.m_MainItem,new_item,
true,
false,
true);
38 action_data.m_MainItem.Delete();
41 ntarget.SetBrokenLegs(
eBrokenLegs.BROKEN_LEGS_SPLINT);
52 return super.ActionCondition(player, target, item);
58 if ( player.GetItemOnSlot(
"Splint_Right") )
class ActionTargets ActionTarget
ref CCIBase m_ConditionItem
bool CanReceiveAction(ActionTarget target)
ref CCTBase m_ConditionTarget
void ActionContinuousBase()
override void OnFinishProgressServer(ActionData action_data)
void ActionSplintTarget()
override void CreateConditionComponents()
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
bool IsWearingSplint(PlayerBase player)
override void CreateActionComponent()
DayZPlayerConstants
defined in C++