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

void ActionCPR ()
 
override GetInputType ()
 
override void OnStartClient (ActionData action_data)
 
override void OnStartServer (ActionData action_data)
 
override void CreateConditionComponents ()
 
override bool ActionCondition (PlayerBase player, ActionTarget target, ItemBase item)
 
override void OnFinishProgressServer (ActionData action_data)
 
override void OnExecuteServer (ActionData action_data)
 
override void OnEndServer (ActionData action_data)
 
override void OnEndClient (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 11 of file ActionCPR.c.

Constructor & Destructor Documentation

◆ ActionCPR()

void ActionCPR::ActionCPR ( )
inlineprivate

Member Function Documentation

◆ ActionCondition()

override bool ActionCPR::ActionCondition ( PlayerBase player,
ActionTarget target,
ItemBase item )
inlineprivate

Definition at line 44 of file ActionCPR.c.

45 {
46 PlayerBase other_player = PlayerBase.Cast(target.GetObject());
47 bool holds_heavy_item = item && item.IsHeavyBehaviour();
48 return other_player.IsUnconscious() && !holds_heavy_item;
49 }

◆ CreateConditionComponents()

override void ActionCPR::CreateConditionComponents ( )
inlineprivate

Definition at line 38 of file ActionCPR.c.

39 {
42 }
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.

◆ GetInputType()

override ActionCPR::GetInputType ( )
inlineprivate

Definition at line 23 of file ActionCPR.c.

◆ OnEndClient()

override void ActionCPR::OnEndClient ( ActionData action_data)
inlineprivate

Definition at line 73 of file ActionCPR.c.

74 {
75 if (action_data.m_Player) action_data.m_Player.TryHideItemInHands(false);
76 }

◆ OnEndServer()

override void ActionCPR::OnEndServer ( ActionData action_data)
inlineprivate

Definition at line 68 of file ActionCPR.c.

69 {
70 if (action_data.m_Player) action_data.m_Player.TryHideItemInHands(false);
71 }

◆ OnExecuteServer()

override void ActionCPR::OnExecuteServer ( ActionData action_data)
inlineprivate

Definition at line 63 of file ActionCPR.c.

64 {
65
66 }

◆ OnFinishProgressServer()

override void ActionCPR::OnFinishProgressServer ( ActionData action_data)
inlineprivate

Definition at line 56 of file ActionCPR.c.

57 {
58 PlayerBase other_player = PlayerBase.Cast(action_data.m_Target.GetObject());
59 other_player.GiveShock(5);
60 action_data.m_Player.GetSoftSkillsManager().AddSpecialty(m_SpecialtyWeight);
61 }

References m_SpecialtyWeight.

◆ OnStartClient()

override void ActionCPR::OnStartClient ( ActionData action_data)
inlineprivate

Definition at line 28 of file ActionCPR.c.

29 {
30 action_data.m_Player.TryHideItemInHands(true);
31 }

◆ OnStartServer()

override void ActionCPR::OnStartServer ( ActionData action_data)
inlineprivate

Definition at line 33 of file ActionCPR.c.

34 {
35 action_data.m_Player.TryHideItemInHands(true);
36 }

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