3 override void CreateActionComponent()
5 float effectivity =
m_ActionData.m_MainItem.GetBandagingEffectivity();
6 float adjustedTimeSpent = 0;
9 adjustedTimeSpent =
UATimeSpent.BANDAGE / effectivity;
24 m_Text =
"#treat_wound";
30 m_ConditionTarget =
new CCTSelf();
40 return player.IsBleeding();
46 if (action_data.m_MainItem && target)
ActionBandageSelfCB ActionContinuousBaseCB ActionBandageSelf()
override void ApplyBandage(ItemBase item, PlayerBase player)
void CreateConditionComponents()
void OnFinishProgressServer(ActionData action_data)
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
DayZPlayerConstants
defined in C++