DayZ 1.24
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ActionTestBloodTarget Class Reference
Inheritance diagram for ActionTestBloodTarget:
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Collaboration diagram for ActionTestBloodTarget:
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Private Member Functions

void ActionTestBloodTarget ()
 
override void CreateConditionComponents ()
 
override void OnFinishProgressClient (ActionData action_data)
 
override void OnStartServer (ActionData action_data)
 
override void OnFinishProgressServer (ActionData action_data)
 
- Private Member Functions inherited from ActionContinuousBase
void OnStartAnimationLoopServer (ActionData action_data)
 
void OnStartAnimationLoopClient (ActionData action_data)
 
void OnEndAnimationLoopServer (ActionData action_data)
 
void OnEndAnimationLoopClient (ActionData action_data)
 
void OnFinishProgressServer (ActionData action_data)
 
void OnFinishProgressClient (ActionData action_data)
 

Detailed Description

Definition at line 9 of file ActionTestBloodTarget.c.

Constructor & Destructor Documentation

◆ ActionTestBloodTarget()

void ActionTestBloodTarget::ActionTestBloodTarget ( )
inlineprivate

Member Function Documentation

◆ CreateConditionComponents()

override void ActionTestBloodTarget::CreateConditionComponents ( )
inlineprivate

Definition at line 20 of file ActionTestBloodTarget.c.

21 {
24 }
ref CCIBase m_ConditionItem
Definition ActionBase.c:55
ref CCTBase m_ConditionTarget
Definition ActionBase.c:56
Definition CCTMan.c:2
const float DEFAULT

References UAMaxDistances::DEFAULT, m_ConditionItem, and m_ConditionTarget.

◆ OnFinishProgressClient()

override void ActionTestBloodTarget::OnFinishProgressClient ( ActionData action_data)
inlineprivate

Definition at line 26 of file ActionTestBloodTarget.c.

27 {
28 PlayerBase ntarget = PlayerBase.Cast(action_data.m_Target.GetObject());
29
30 if (ntarget)
31 {
33 bool positive;
35
36 ntarget.SetLastUAMessage(blood_type_name);
37 }
38 }
static string GetBloodTypeName(int bloodtype, out string type, out bool positive)
Definition BloodType.c:82

References BloodTypes::GetBloodTypeName().

◆ OnFinishProgressServer()

override void ActionTestBloodTarget::OnFinishProgressServer ( ActionData action_data)
inlineprivate

Definition at line 49 of file ActionTestBloodTarget.c.

50 {
51 PlayerBase ntarget = PlayerBase.Cast(action_data.m_Target.GetObject());
53
54 module_lifespan.UpdateBloodTypeVisibility(ntarget, true);
55
56 action_data.m_MainItem.Delete();
57 action_data.m_Player.GetSoftSkillsManager().AddSpecialty(m_SpecialtyWeight);
58 }
void PluginLifespan()
PluginBase GetPlugin(typename plugin_type)

References GetPlugin(), m_SpecialtyWeight, and PluginLifespan().

◆ OnStartServer()

override void ActionTestBloodTarget::OnStartServer ( ActionData action_data)
inlineprivate

Definition at line 40 of file ActionTestBloodTarget.c.

41 {
42 PlayerBase ntarget = PlayerBase.Cast(action_data.m_Target.GetObject());
44 int blood_type = ntarget.GetStatBloodType().Get();
45
46 module_lifespan.UpdateBloodType(ntarget, blood_type);
47 }

References GetPlugin(), and PluginLifespan().


The documentation for this class was generated from the following file: