DayZ 1.24
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ActionTestBloodTarget.c
Go to the documentation of this file.
8
10{
12 {
14 m_CommandUID = DayZPlayerConstants.CMD_ACTIONFB_BANDAGETARGET;
15 m_FullBody = true;
17 m_Text = "#test_targets_blood";
18 }
19
25
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 }
39
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 }
48
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 }
59};
bool m_FullBody
Definition ActionBase.c:52
string m_Text
Definition ActionBase.c:49
ref CCIBase m_ConditionItem
Definition ActionBase.c:55
float m_SpecialtyWeight
Definition ActionBase.c:68
ref CCTBase m_ConditionTarget
Definition ActionBase.c:56
void PluginLifespan()
PluginBase GetPlugin(typename plugin_type)
ActionData m_ActionData
ref CABase m_ActionComponent
Definition ActionBase.c:30
override void CreateActionComponent()
override void OnFinishProgressServer(ActionData action_data)
override void OnStartServer(ActionData action_data)
override void OnFinishProgressClient(ActionData action_data)
override void CreateConditionComponents()
static string GetBloodTypeName(int bloodtype, out string type, out bool positive)
Definition BloodType.c:82
Definition CCTMan.c:2
const float DEFAULT
const float TEST_BLOOD
DayZPlayerConstants
defined in C++
Definition dayzplayer.c:597