DayZ 1.27
DayZ Explorer by KGB
 
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ActionSewTarget.c
См. документацию.
2{
3 override void CreateActionComponent()
4 {
6 }
7}
8
10{
11 void ActionSewTarget()
12 {
13 m_CallbackClass = ActionSewTargetCB;
14 m_CommandUID = DayZPlayerConstants.CMD_ACTIONFB_INTERACT;
15 m_FullBody = true;
16 m_StanceMask = DayZPlayerConstants.STANCEMASK_ERECT | DayZPlayerConstants.STANCEMASK_CROUCH;
17
18 m_Text = "#sew_targets_cuts";
19 }
20
22 {
23 m_ConditionItem = new CCINonRuined();
24 m_ConditionTarget = new CCTMan(UAMaxDistances.DEFAULT);
25 }
26
27 override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
28 {
29 if (!super.ActionCondition(player, target, item))
30 return false;
31
32 PlayerBase otherPlayer = PlayerBase.Cast(target.GetObject());
33 return otherPlayer.IsBleeding();
34 }
35
36 override void OnFinishProgressServer(ActionData action_data)
37 {
38 if (CanReceiveAction(action_data.m_Target))
39 {
40 PlayerBase player = PlayerBase.Cast(action_data.m_Target.GetObject());
41 if (action_data.m_MainItem && player)
42 ApplyBandage(action_data.m_MainItem, player);
43 }
44 }
45
46 override void ApplyBandage(ItemBase item, PlayerBase player)
47 {
48 if (player.GetBleedingManagerServer())
49 player.GetBleedingManagerServer().RemoveMostSignificantBleedingSourceEx(item);
50
51 PluginTransmissionAgents transmissionAgents = PluginTransmissionAgents.Cast(GetPlugin(PluginTransmissionAgents));
52 transmissionAgents.TransmitAgents(item, player, AGT_ITEM_TO_FLESH);
53
54 if (item.HasQuantity())
55 item.AddQuantity(-20, true);
56 else
57 item.Delete();
58 }
59
60 override bool CanTargetBeInVehicle()
61 {
62 return true;
63 }
64}
int m_CommandUID
Определения ActionBase.c:31
int m_StanceMask
Определения ActionBase.c:33
ActionBase ActionData
Определения ActionBase.c:30
ActionSewTargetCB ActionContinuousBaseCB ActionSewTarget()
Определения ActionSewTarget.c:11
class ActionTargets ActionTarget
PluginBase GetPlugin(typename plugin_type)
Определения PluginManager.c:316
void ApplyBandage(ItemBase item, PlayerBase player)
Определения ActionBandageBase.c:3
bool CanTargetBeInVehicle()
Определения ActionBase.c:328
bool CanReceiveAction(ActionTarget target)
Определения ActionBase.c:793
void CreateConditionComponents()
Определения ActionBase.c:230
ActionData m_ActionData
Определения AnimatedActionBase.c:3
void OnFinishProgressServer(ActionData action_data)
Определения ActionContinuousBase.c:283
override void CreateActionComponent()
Определения ActionSewTarget.c:3
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
Определения AnimatedActionBase.c:240
Определения CCINonRuined.c:2
Определения CCTMan.c:2
Определения InventoryItem.c:731
Определения PlayerBaseClient.c:2
const float DEFAULT
Определения ActionConstants.c:112
const float SEW_CUTS
Определения ActionConstants.c:47
Определения ActionConstants.c:28
DayZPlayerConstants
defined in C++
Определения dayzplayer.c:602
const int AGT_ITEM_TO_FLESH
Определения constants.c:504