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actiondisinfectself.c
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1
class
ActionDisinfectSelfCB
:
ActionContinuousBaseCB
2
{
3
override
void
CreateActionComponent()
4
{
5
m_ActionData
.m_ActionComponent =
new
CAContinuousTime
(
UATimeSpent
.DEFAULT);
6
}
7
};
8
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class
ActionDisinfectBase
:
ActionContinuousBase
10
{
11
void
Apply( ActionData action_data )
12
{
13
ItemBase
item = action_data.m_MainItem;
14
item.AddQuantity(-item.GetDisinfectQuantity());
15
16
}
17
}
18
19
20
class
ActionDisinfectSelf
:
ActionDisinfectBase
21
{
22
float
m_GramsConsumedPerUse
;
//left for legacy reasons
23
24
void
ActionDisinfectSelf
()
25
{
26
m_CallbackClass =
ActionDisinfectSelfCB
;
27
m_SpecialtyWeight = UASoftSkillsWeight.PRECISE_LOW;
28
m_CommandUID
=
DayZPlayerConstants
.CMD_ACTIONFB_STITCHUPSELF;
29
m_FullBody =
true
;
30
m_StanceMask
=
DayZPlayerConstants
.STANCEMASK_ERECT |
DayZPlayerConstants
.STANCEMASK_CROUCH;
31
m_Text =
"#disinfect_self"
;
32
}
33
34
override
void
CreateConditionComponents
()
35
{
36
m_ConditionItem =
new
CCINonRuined
;
37
m_ConditionTarget =
new
CCTSelf
;
38
}
39
40
override
bool
HasTarget
()
41
{
42
return
false
;
43
}
44
45
override
bool
ActionCondition
(
PlayerBase
player, ActionTarget target,
ItemBase
item )
46
{
47
return
(player.IsBleeding() || (player.m_SyncedModifiers &
eModifierSyncIDs
.MODIFIER_SYNC_WOUND_INFECT_1) || (player.m_SyncedModifiers &
eModifierSyncIDs
.MODIFIER_SYNC_WOUND_INFECT_2));
48
}
49
50
51
override
void
OnFinishProgressServer
( ActionData action_data )
52
{
53
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if
( action_data.m_Player.GetModifiersManager().IsModifierActive(
eModifiers
.MDF_DISINFECTION))
//effectively resets the timer
55
{
56
action_data.m_Player.GetModifiersManager().DeactivateModifier(
eModifiers
.MDF_DISINFECTION );
57
}
58
action_data.m_Player.GetModifiersManager().ActivateModifier(
eModifiers
.MDF_DISINFECTION );
59
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Apply(action_data);
61
}
62
63
64
};
m_CommandUID
int m_CommandUID
Definition
actionbase.c:31
m_StanceMask
int m_StanceMask
Definition
actionbase.c:33
ActionDisinfectSelf
void ActionDisinfectSelf()
Definition
actiondisinfectself.c:24
CreateConditionComponents
override void CreateConditionComponents()
Definition
actiondisinfectself.c:34
ActionCondition
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
Definition
actiondisinfectself.c:45
HasTarget
override bool HasTarget()
Definition
actiondisinfectself.c:40
m_GramsConsumedPerUse
ActionDisinfectBase m_GramsConsumedPerUse
ActionBaseCB::m_ActionData
ActionData m_ActionData
Definition
animatedactionbase.c:3
ActionContinuousBaseCB
Definition
actioncontinuousbase.c:2
ActionContinuousBase
Definition
actioncontinuousbase.c:121
ActionContinuousBase::OnFinishProgressServer
void OnFinishProgressServer(ActionData action_data)
Definition
actioncontinuousbase.c:283
ActionDisinfectBase
Definition
actiondisinfectself.c:10
ActionDisinfectSelfCB
Definition
actiondisinfectself.c:2
CAContinuousTime
Definition
cacontinuoustime.c:2
CCINonRuined
Definition
ccinonruined.c:2
CCTSelf
Definition
cctself.c:2
ItemBase
Definition
inventoryitem.c:731
PlayerBase
Definition
playerbaseclient.c:2
UATimeSpent
Definition
actionconstants.c:28
DayZPlayerConstants
DayZPlayerConstants
defined in C++
Definition
dayzplayer.c:602
eModifiers
eModifiers
Definition
emodifiers.c:2
eModifierSyncIDs
eModifierSyncIDs
Definition
modifiersmanager.c:3
Daten
4_world
classes
useractionscomponent
actions
singleuse
medical
actiondisinfectself.c
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