DayZ Scripts
v1.21.156300 ยท Jun 20, 2023
 
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ActionGiveBloodSelf.c
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2{
6}
7
8class ActionGiveBloodSelfCB : ActionContinuousBaseCB
9{
10 override void CreateActionComponent()
11 {
13 }
14};
15
17{
20 {
21 m_CallbackClass = ActionGiveBloodSelfCB;
23
24 m_CommandUID = DayZPlayerConstants.CMD_ACTIONFB_SALINEBLOODBAG;
25 m_FullBody = true;
26 m_StanceMask = DayZPlayerConstants.STANCEMASK_ERECT | DayZPlayerConstants.STANCEMASK_CROUCH;
27 m_Text = "#give_blood";
28 }
29
31 {
34 }
35
36 override bool HasTarget()
37 {
38 return false;
39 }
40
42 {
44 return action_data;
45 }
46
47 override bool SetupAction(PlayerBase player, ActionTarget target, ItemBase item, out ActionData action_data, Param extra_data = NULL )
48 {
49 if ( super.SetupAction(player, target, item, action_data, extra_data ) )
50 {
51 ActionGiveBloodData action_data_b = ActionGiveBloodData.Cast( action_data );
52 action_data_b.m_ItemBloodType = action_data.m_MainItem.GetLiquidType();
53 action_data_b.m_BloodAmount = action_data.m_MainItem.GetQuantity();
54 action_data_b.m_Agents = action_data.m_MainItem.GetAgents();
55 return true;
56 }
57 return false;
58 }
59
60 override void OnEndAnimationLoopServer( ActionData action_data )
61 {
62 //OnFinishProgressServer(action_data);
63
64 if ( action_data.m_MainItem.IsKindOf("BloodSyringe") )
65 {
66 SyringeLambda lambda = new SyringeLambda(action_data.m_MainItem, "Syringe", action_data.m_Player);
67 lambda.SetTransferParams(true, true, true);
68 MiscGameplayFunctions.TurnItemIntoItemEx(action_data.m_Player, lambda);
69 }
70
71 action_data.m_Player.GetSoftSkillsManager().AddSpecialty( m_SpecialtyWeight );
72 }
73
74 override void OnEndServer(ActionData action_data)
75 {
76
77 ActionGiveBloodData action_data_b = ActionGiveBloodData.Cast( action_data );
78 float blood_obtained = action_data_b.m_BloodAmount - action_data_b.m_MainItem.GetQuantity();
79
80 PluginTransmissionAgents plugin = PluginTransmissionAgents.Cast(GetPlugin(PluginTransmissionAgents));
81 plugin.TransmitAgentsEx(action_data.m_MainItem, action_data.m_Player, AGT_UACTION_TO_PLAYER,blood_obtained ,action_data_b.m_Agents);
82
83
84 int bloodtypetarget = action_data_b.m_Player.GetStatBloodType().Get();
85 bool bloodmatch = BloodTypes.MatchBloodCompatibility(action_data_b.m_ItemBloodType, bloodtypetarget);
86
87 if ( !bloodmatch )
88 {
89
90
92 {
93 action_data_b.m_Player.m_UnconsciousEndTime = -60;
94 action_data_b.m_Player.SetHealth("","Shock",0);
95
97 {
98 action_data_b.m_Player.m_ModifiersManager.ActivateModifier(eModifiers.MDF_HEMOLYTIC_REACTION);
99 }
100 }
101 }
102
103 if ( action_data_b.m_MainItem && action_data_b.m_MainItem.GetQuantity() <= 0.01 )
104 {
105 action_data_b.m_MainItem.SetQuantity(0);
106 }
107
108 if (!(action_data_b.m_Agents & eAgents.CHEMICAL_POISON))//does bloodbag NOT contain nerve agent ?
109 {
110 float remove_count_agents = blood_obtained * CHEM_AGENT_BLOOD_REMOVAL_MODIFIER;
111 action_data.m_Player.InsertAgent(eAgents.CHEMICAL_POISON, -remove_count_agents);
112
113 }
114 }
115};
116
118{
119 void SyringeLambda (EntityAI old_item, string new_item_type, PlayerBase player) { }
120};
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
eAgents
Definition EAgents.c:3
PluginBase GetPlugin(typename plugin_type)
void CreateActionComponent()
ItemBase m_MainItem
Definition ActionBase.c:28
PlayerBase m_Player
Definition ActionBase.c:33
override void OnEndServer(ActionData action_data)
const float CHEM_AGENT_BLOOD_REMOVAL_MODIFIER
override ActionData CreateActionData()
override void CreateConditionComponents()
override bool HasTarget()
override bool SetupAction(PlayerBase player, ActionTarget target, ItemBase item, out ActionData action_data, Param extra_data=NULL)
override void OnEndAnimationLoopServer(ActionData action_data)
static bool MatchBloodCompatibility(int bloodtypetarget, int bloodtype)
Definition BloodType.c:39
Base Param Class with no parameters. Used as general purpose parameter overloaded with Param1 to Para...
Definition param.c:12
static const float HEMOLYTIC_RISK_SHOCK_THRESHOLD
static const float HEMOLYTIC_REACTION_THRESHOLD
void SyringeLambda(EntityAI old_item, string new_item_type, PlayerBase player)
const float BLOOD
DayZPlayerConstants
defined in C++
Definition dayzplayer.c:602
eModifiers
Definition eModifiers.c:2
const int AGT_UACTION_TO_PLAYER
Definition constants.c:457