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ActionBurnSewSelf.c
Go to the documentation of this file.
1
class
ActionBurnSewSelfCB
:
ActionContinuousBaseCB
2
{
3
override
void
CreateActionComponent
()
4
{
5
m_ActionData
.
m_ActionComponent
=
new
CAContinuousTime
(
UATimeSpent
.
SEW_WOUNDS
);
6
}
7
};
8
9
class
ActionBurnSewSelf
:
ActionContinuousBase
10
{
11
void
ActionBurnSewSelf
()
12
{
13
m_CallbackClass
=
ActionBurnSewSelfCB
;
14
m_SpecialtyWeight
=
UASoftSkillsWeight
.
PRECISE_MEDIUM
;
15
m_Text
=
"#treat_wound"
;
16
}
17
18
override
void
CreateConditionComponents
()
19
{
20
m_ConditionItem
=
new
CCINonRuined
;
21
m_ConditionTarget
=
new
CCTSelf
;
22
}
23
24
override
bool
HasTarget
()
25
{
26
return
false
;
27
}
28
29
override
bool
ActionCondition
(
PlayerBase
player
, ActionTarget
target
,
ItemBase
item
)
30
{
31
if
(
item
.GetTemperature() > 80)
32
return
true
;
33
else
34
return
false
;
35
}
36
37
override
void
OnFinishProgressServer
(
ActionData
action_data
)
38
{
39
const
float
ITEM_DAMAGE
= 0.05;
40
const
float
SHOCK_AMOUNT
= 1000;
41
42
if
(
action_data
.m_Player.GetBleedingManagerServer())
43
action_data
.m_Player.GetBleedingManagerServer().RemoveMostSignificantBleedingSourceEx(
action_data
.m_MainItem);
44
//OlD_SHOCK//action_data.m_Player.GetStatShock().Add( action_data.m_Player.GetSoftSkillsManager().SubtractSpecialtyBonus( SHOCK_AMOUNT, this.GetSpecialtyWeight() ) );
45
action_data
.m_MainItem.DecreaseHealth(
""
,
""
,
action_data
.m_Player.GetSoftSkillsManager().SubtractSpecialtyBonus(
ITEM_DAMAGE
,
this
.GetSpecialtyWeight()) * 100);
46
action_data
.m_Player.GetSoftSkillsManager().AddSpecialty(
m_SpecialtyWeight
);
47
}
48
};
m_Text
string m_Text
Definition
ActionBase.c:49
m_ConditionItem
ref CCIBase m_ConditionItem
Definition
ActionBase.c:55
m_SpecialtyWeight
float m_SpecialtyWeight
Definition
ActionBase.c:68
m_ConditionTarget
ref CCTBase m_ConditionTarget
Definition
ActionBase.c:56
ActionBaseCB::m_ActionData
ActionData m_ActionData
Definition
AnimatedActionBase.c:3
ActionBurnSewSelfCB
Definition
ActionBurnSewSelf.c:2
ActionBurnSewSelfCB::CreateActionComponent
override void CreateActionComponent()
Definition
ActionBurnSewSelf.c:3
ActionBurnSewSelf
Definition
ActionBurnSewSelf.c:10
ActionBurnSewSelf::OnFinishProgressServer
override void OnFinishProgressServer(ActionData action_data)
Definition
ActionBurnSewSelf.c:37
ActionBurnSewSelf::ActionBurnSewSelf
void ActionBurnSewSelf()
Definition
ActionBurnSewSelf.c:11
ActionBurnSewSelf::HasTarget
override bool HasTarget()
Definition
ActionBurnSewSelf.c:24
ActionBurnSewSelf::ActionCondition
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
Definition
ActionBurnSewSelf.c:29
ActionBurnSewSelf::CreateConditionComponents
override void CreateConditionComponents()
Definition
ActionBurnSewSelf.c:18
ActionContinuousBaseCB
Definition
ActionContinuousBase.c:2
ActionContinuousBase
Definition
ActionContinuousBase.c:119
ActionData
Definition
ActionBase.c:21
ActionData::m_ActionComponent
ref CABase m_ActionComponent
Definition
ActionBase.c:30
AnimatedActionBase::m_CallbackClass
m_CallbackClass
Definition
AnimatedActionBase.c:124
CAContinuousTime
Definition
CAContinuousTime.c:2
CCINonRuined
Definition
CCINonRuined.c:2
CCTSelf
Definition
CCTSelf.c:2
ItemBase
Definition
InventoryItem.c:697
Param3
Definition
EntityAI.c:95
PlayerBase
Definition
PlayerBaseClient.c:2
UASoftSkillsWeight
Definition
ActionConstants.c:119
UASoftSkillsWeight::PRECISE_MEDIUM
const float PRECISE_MEDIUM
Definition
ActionConstants.c:124
UATimeSpent
Definition
ActionConstants.c:27
UATimeSpent::SEW_WOUNDS
const float SEW_WOUNDS
Definition
ActionConstants.c:44
scripts
4_World
Classes
UserActionsComponent
Actions
Continuous
Medical
ActionBurnSewSelf.c
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