18 m_Text =
"#sew_targets_cuts";
29 if (!super.ActionCondition(player, target, item))
33 return otherPlayer.IsBleeding();
48 if (player.GetBleedingManagerServer())
49 player.GetBleedingManagerServer().RemoveMostSignificantBleedingSourceEx(item);
51 PluginTransmissionAgents transmissionAgents = PluginTransmissionAgents.Cast(
GetPlugin(PluginTransmissionAgents));
54 if (item.HasQuantity())
55 item.AddQuantity(-20,
true);
void CreateConditionComponents()
ref CCIBase m_ConditionItem
ref CCTBase m_ConditionTarget
bool CanReceiveAction(ActionTarget target)
bool CanTargetBeInVehicle()
ActionSewTargetCB ActionContinuousBaseCB ActionSewTarget()
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 OnFinishProgressServer(ActionData action_data)
ref ActionTarget m_Target
override void CreateActionComponent()
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
DayZPlayerConstants
defined in C++
const int AGT_ITEM_TO_FLESH