DayZ 1.24
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ActionBurnSewSelf.c
Go to the documentation of this file.
8
10{
17
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
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};
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
ActionData m_ActionData
override void CreateActionComponent()
override void OnFinishProgressServer(ActionData action_data)
override bool HasTarget()
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
override void CreateConditionComponents()
ref CABase m_ActionComponent
Definition ActionBase.c:30
const float PRECISE_MEDIUM
const float SEW_WOUNDS