DayZ 1.24
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ActionBandageSelf.c
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2{
13}
14
16{
18 {
19 m_CallbackClass = ActionBandageSelfCB;
20 m_CommandUID = DayZPlayerConstants.CMD_ACTIONFB_BANDAGE;
21 m_FullBody = true;
22 m_StanceMask = DayZPlayerConstants.STANCEMASK_CROUCH;
23
24 m_Text = "#treat_wound";
25 }
26
28 {
31 }
32
33 override bool HasTarget()
34 {
35 return false;
36 }
37
38 override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
39 {
40 return player.IsBleeding();
41 }
42
44 {
45 PlayerBase target = PlayerBase.Cast(action_data.m_Player);
46 if (action_data.m_MainItem && target)
47 ApplyBandage(action_data.m_MainItem, target);
48 }
49}
ActionBandageSelfCB ActionContinuousBaseCB ActionBandageSelf()
bool m_FullBody
Definition ActionBase.c:52
string m_Text
Definition ActionBase.c:49
void CreateConditionComponents()
Definition ActionBase.c:196
bool HasTarget()
Definition ActionBase.c:210
ref CCIBase m_ConditionItem
Definition ActionBase.c:55
ref CCTBase m_ConditionTarget
Definition ActionBase.c:56
int m_StanceMask
Definition ActionBase.c:53
void ApplyBandage(ItemBase item, PlayerBase player)
override void CreateActionComponent()
ActionData m_ActionData
void OnFinishProgressServer(ActionData action_data)
ref CABase m_ActionComponent
Definition ActionBase.c:30
ItemBase m_MainItem
Definition ActionBase.c:28
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
override float GetBandagingEffectivity()
const float BANDAGE
DayZPlayerConstants
defined in C++
Definition dayzplayer.c:597