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

void ActionBurnSewSelf ()
 
override void CreateConditionComponents ()
 
override bool HasTarget ()
 
override bool ActionCondition (PlayerBase player, ActionTarget target, ItemBase item)
 
override void OnFinishProgressServer (ActionData action_data)
 
- Private Member Functions inherited from ActionContinuousBase
void OnStartAnimationLoopServer (ActionData action_data)
 
void OnStartAnimationLoopClient (ActionData action_data)
 
void OnEndAnimationLoopServer (ActionData action_data)
 
void OnEndAnimationLoopClient (ActionData action_data)
 
void OnFinishProgressServer (ActionData action_data)
 
void OnFinishProgressClient (ActionData action_data)
 

Detailed Description

Definition at line 9 of file ActionBurnSewSelf.c.

Constructor & Destructor Documentation

◆ ActionBurnSewSelf()

void ActionBurnSewSelf::ActionBurnSewSelf ( )
inlineprivate

Member Function Documentation

◆ ActionCondition()

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

Definition at line 29 of file ActionBurnSewSelf.c.

30 {
31 if (item.GetTemperature() > 80)
32 return true;
33 else
34 return false;
35 }

◆ CreateConditionComponents()

override void ActionBurnSewSelf::CreateConditionComponents ( )
inlineprivate

Definition at line 18 of file ActionBurnSewSelf.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 ActionBurnSewSelf::HasTarget ( )
inlineprivate

Definition at line 24 of file ActionBurnSewSelf.c.

25 {
26 return false;
27 }

◆ OnFinishProgressServer()

override void ActionBurnSewSelf::OnFinishProgressServer ( ActionData action_data)
inlineprivate

Definition at line 37 of file ActionBurnSewSelf.c.

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 }

References m_SpecialtyWeight.


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