DayZ Scripts
v1.21.156300 ยท Jun 20, 2023
 
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CASingleUseQuantityEdible.c
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2{
3 void CASingleUseQuantityEdible( float quantity_used_per_action )
4 {
5 m_QuantityUsedPerAction = quantity_used_per_action;
6 }
7
8 override void CalcAndSetQuantity(ActionData action_data )
9 {
10 if ( m_SpentUnits )
11 {
14 }
15
16 PlayerBase ntarget = PlayerBase.Cast( action_data.m_Target.GetObject() );
17 if ( ntarget )
18 {
19 if ( GetGame().IsServer() )
20 {
21 //action_data.m_MainItem.Consume(ntarget, m_QuantityUsedPerAction);
22 ntarget.Consume(action_data.m_MainItem, m_QuantityUsedPerAction, EConsumeType.ITEM_SINGLE_TIME);
23 }
24 }
25 else
26 {
27 if ( GetGame().IsServer() )
28 {
29 //action_data.m_MainItem.Consume(action_data.m_Player, m_QuantityUsedPerAction);
30 action_data.m_Player.Consume(action_data.m_MainItem, m_QuantityUsedPerAction, EConsumeType.ITEM_SINGLE_TIME);
31 }
32 }
33 }
34};
EConsumeType
Definition EConsumeType.c:2
ItemBase m_MainItem
Definition ActionBase.c:28
PlayerBase m_Player
Definition ActionBase.c:33
ref ActionTarget m_Target
Definition ActionBase.c:32
void SetACData(Param units)
Definition CABase.c:40
void CASingleUseQuantityEdible(float quantity_used_per_action)
override void CalcAndSetQuantity(ActionData action_data)
protected ref Param1< float > m_SpentUnits
protected float m_QuantityUsedPerAction
proto native CGame GetGame()