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

void ActionEatBig ()
 
override void CreateConditionComponents ()
 
override int IsEat ()
 
override bool HasTarget ()
 
override bool ActionCondition (PlayerBase player, ActionTarget target, ItemBase item)
 
override void OnEndServer (ActionData action_data)
 

Detailed Description

Definition at line 9 of file ActionEat.c.

Constructor & Destructor Documentation

◆ ActionEatBig()

void ActionEatBig::ActionEatBig ( )
inlineprivate

Definition at line 11 of file ActionEat.c.

12 {
14 //m_Sound = "EatingSoft_0";
15 m_Text = "#eat";
16 }
string m_Text
Definition ActionBase.c:49

References AnimatedActionBase::m_CallbackClass, and m_Text.

Member Function Documentation

◆ ActionCondition()

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

Definition at line 35 of file ActionEat.c.

36 {
37 if (!super.ActionCondition(player, target, item))
38 return false;
39
40 return player.CanEatAndDrink();
41 }

◆ CreateConditionComponents()

override void ActionEatBig::CreateConditionComponents ( )
inlineprivate

Definition at line 18 of file ActionEat.c.

19 {
22 }
ref CCIBase m_ConditionItem
Definition ActionBase.c:55
ref CCTBase m_ConditionTarget
Definition ActionBase.c:56

References m_ConditionItem, and m_ConditionTarget.

◆ HasTarget()

override bool ActionEatBig::HasTarget ( )
inlineprivate

Definition at line 29 of file ActionEat.c.

30 {
31 return false;
32 }

◆ IsEat()

override int ActionEatBig::IsEat ( )
inlineprivate

Definition at line 24 of file ActionEat.c.

25 {
26 return true;
27 }

◆ OnEndServer()

override void ActionEatBig::OnEndServer ( ActionData action_data)
inlineprivate

Definition at line 43 of file ActionEat.c.

44 {
45 super.OnEndServer(action_data);
46
47 if (action_data.m_Player.HasBloodyHandsEx() == eBloodyHandsTypes.SALMONELA && !action_data.m_Player.GetInventory().FindAttachment(InventorySlots.GLOVES) && GetProgress(action_data) > 0)
48 action_data.m_Player.SetBloodyHandsPenalty();
49 }
eBloodyHandsTypes
override float GetProgress(ActionData action_data)
provides access to slot configuration

References AnimatedActionBase::GetProgress().


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