48class ActionUnrestrainSelf: ActionContinuousBase
50 void ActionUnrestrainSelf()
66 return player.IsRestrained();
79 override void OnEndAnimationLoopServer(
ActionData action_data )
85 override void OnFinishProgressServer(
ActionData action_data )
88 EntityAI item_in_hands = action_data.m_MainItem;
92 if (item_in_hands.IsInherited(BarbedWireLocked))
94 int randNum =
Math.RandomInt(0, 3);
95 player.m_BleedingManagerServer.AttemptAddBleedingSourceBySelection(
PlayerBase.m_BleedingSourcesUp[randNum]);
97 player.SetRestrained(
false);
98 item_in_hands.AddHealth(-
GameConstants.CLEAN_UNRESTRAIN_DAMAGE);
99 MiscGameplayFunctions.TransformRestrainItem(item_in_hands, null, null, player);