215 if (
rand == 0 && !
player.GetBleedingManagerServer().AttemptAddBleedingSourceBySelection(
"LeftForeArmRoll"))
216 player.GetBleedingManagerServer().AttemptAddBleedingSourceBySelection(
"RightForeArmRoll");
217 else if (
rand == 1 && !
player.GetBleedingManagerServer().AttemptAddBleedingSourceBySelection(
"RightForeArmRoll"))
218 player.GetBleedingManagerServer().AttemptAddBleedingSourceBySelection(
"LeftForeArmRoll");
const int ECE_PLACE_ON_SURFACE
void SetACData(Param units)
void OnCompletePogress(ActionData action_data)
override float GetProgress()
void CreateSecondaryItems(ActionData action_data, string material_secondary="", int quantity_secondary=-1)
override int Execute(ActionData action_data)
float m_TimeBetweenMaterialDrops
void DamagePlayersHands(PlayerBase player)
float m_AdjustedTimeBetweenMaterialDrops
void CAContinuousMineWood(float time_between_drops)
override void Setup(ActionData action_data)
ref Param1< float > m_SpentUnits
bool GetMiningData(ActionData action_data)
void CreatePrimaryItems(ActionData action_data)
float m_DamageToMiningItemEachDrop
float m_AdjustedDamageToMiningItemEachDrop
int m_CurrentAssumedDrops
ref map< string, int > m_MaterialAndQuantityMap
float m_CycleTimeOverride
ItemBase m_MinedItem[MINEDITEM_MAX]
Super root of all classes in Enforce script.
proto native CGame GetGame()
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.
static proto float Ceil(float f)
Returns ceil of value.
static int RandomIntInclusive(int min, int max)
Returns a random int number between and min [inclusive] and max [inclusive].