DayZ 1.24
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ActionDefibrilateSelf.c
Go to the documentation of this file.
8
10{
12 {
15 m_CommandUID = DayZPlayerConstants.CMD_ACTIONFB_CRAFTING;
16 m_FullBody = true;
17 m_StanceMask = DayZPlayerConstants.STANCEMASK_CROUCH;
18 m_Text = "#defibrilate_myself";
19 }
20
22 {
23
26 }
27
28 override bool HasTarget()
29 {
30 return false;
31 }
32
34 {
35 Defibrillator defib;
36 PlayerBase player = action_data.m_Player;
37 Class.CastTo(defib, action_data.m_MainItem);
38
40 }
41
43 {
44 Defibrillator defib;
45 PlayerBase player = action_data.m_Player;
46 Class.CastTo(defib, action_data.m_MainItem);
47
49 }
50};
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
int m_StanceMask
Definition ActionBase.c:53
ActionData m_ActionData
ref CABase m_ActionComponent
Definition ActionBase.c:30
void DefibrillateClient(PlayerBase player, Defibrillator defib)
void DefibrillateServer(PlayerBase player, Defibrillator defib)
override void CreateActionComponent()
override void OnFinishProgressServer(ActionData action_data)
override void CreateConditionComponents()
override void OnFinishProgressClient(ActionData action_data)
Super root of all classes in Enforce script.
Definition EnScript.c:11
const float DEFIBRILATE
DayZPlayerConstants
defined in C++
Definition dayzplayer.c:597
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.