DayZ Scripts
v1.21.156300 ยท Jun 20, 2023
 
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ActionCPR.c
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2{
3 private const float REPEAT_AFTER_SEC = 1;
4
5 override void CreateActionComponent()
6 {
8 }
9};
10
12{
13 void ActionCPR()
14 {
16 m_CommandUID = DayZPlayerConstants.CMD_ACTIONFB_CPR;
17 m_FullBody = true;
18 m_StanceMask = DayZPlayerConstants.STANCEMASK_CROUCH;
20 m_Text = "#cpr";
21 }
22
23 override typename GetInputType()
24 {
26 }
27
28 override void OnStartClient(ActionData action_data)
29 {
30 action_data.m_Player.TryHideItemInHands(true);
31 }
32
33 override void OnStartServer(ActionData action_data)
34 {
35 action_data.m_Player.TryHideItemInHands(true);
36 }
37
39 {
42 }
43
44 override bool ActionCondition( PlayerBase player, ActionTarget target, ItemBase item )
45 {
46 PlayerBase other_player = PlayerBase.Cast(target.GetObject());
47 bool holds_heavy_item = item && item.IsHeavyBehaviour();
48 return other_player.IsUnconscious() && !holds_heavy_item;
49 }
50
51 /*override void OnFinishProgressClient(ActionData action_data)
52 {
53 action_data.m_Player.TryHideItemInHands(false);
54 }*/
55
56 override void OnFinishProgressServer(ActionData action_data)
57 {
58 PlayerBase other_player = PlayerBase.Cast(action_data.m_Target.GetObject());
59 other_player.GiveShock(5);
60 action_data.m_Player.GetSoftSkillsManager().AddSpecialty( m_SpecialtyWeight );
61 }
62
63 override void OnExecuteServer(ActionData action_data)
64 {
65
66 }
67
68 override void OnEndServer( ActionData action_data )
69 {
70 if ( action_data.m_Player ) action_data.m_Player.TryHideItemInHands(false);
71 }
72
73 override void OnEndClient( ActionData action_data )
74 {
75 if ( action_data.m_Player ) action_data.m_Player.TryHideItemInHands(false);
76 }
77
78};
protected float m_SpecialtyWeight
Definition ActionBase.c:68
ref CCIBase m_ConditionItem
Definition ActionBase.c:55
ref CCTBase m_ConditionTarget
Definition ActionBase.c:56
protected string m_Text
Definition ActionBase.c:49
protected bool m_FullBody
Definition ActionBase.c:52
protected int m_StanceMask
Definition ActionBase.c:53
class ActionTargets ActionTarget
protected ActionData m_ActionData
private const float REPEAT_AFTER_SEC
Definition ActionCPR.c:3
override void CreateActionComponent()
Definition ActionCPR.c:5
override void OnFinishProgressServer(ActionData action_data)
Definition ActionCPR.c:56
void ActionCPR()
Definition ActionCPR.c:13
override void OnExecuteServer(ActionData action_data)
Definition ActionCPR.c:63
override void OnEndServer(ActionData action_data)
Definition ActionCPR.c:68
override void OnStartClient(ActionData action_data)
Definition ActionCPR.c:28
override void CreateConditionComponents()
Definition ActionCPR.c:38
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
Definition ActionCPR.c:44
override GetInputType()
Definition ActionCPR.c:23
override void OnEndClient(ActionData action_data)
Definition ActionCPR.c:73
override void OnStartServer(ActionData action_data)
Definition ActionCPR.c:33
PlayerBase m_Player
Definition ActionBase.c:33
ref CABase m_ActionComponent
Definition ActionBase.c:30
ref ActionTarget m_Target
Definition ActionBase.c:32
Definition CCTMan.c:2
const float DEFAULT
DayZPlayerConstants
defined in C++
Definition dayzplayer.c:602