DayZ Scripts
v1.21.156300 ยท Jun 20, 2023
 
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ActionBurnSewSelf.c
Go to the documentation of this file.
2{
3 override void CreateActionComponent()
4 {
6 }
7};
8
10{
12 {
15 m_Text = "#treat_wound";
16 }
17
19 {
22 }
23
24 override bool HasTarget()
25 {
26 return false;
27 }
28
29 override bool ActionCondition( PlayerBase player, ActionTarget target, ItemBase item )
30 {
31 if ( item.GetTemperature() > 80 )
32 {
33 return true;
34 }
35 else
36 {
37 return false;
38 }
39 }
40
41 override void OnFinishProgressServer( ActionData action_data )
42 {
43 const float ITEM_DAMAGE = 0.05;
44 const float SHOCK_AMOUNT = 1000;
45
46 if (action_data.m_Player.GetBleedingManagerServer() )
47 {
48 action_data.m_Player.GetBleedingManagerServer().RemoveMostSignificantBleedingSourceEx(action_data.m_MainItem);
49 }
50 //OlD_SHOCK//action_data.m_Player.GetStatShock().Add( action_data.m_Player.GetSoftSkillsManager().SubtractSpecialtyBonus( SHOCK_AMOUNT, this.GetSpecialtyWeight() ) );
51 action_data.m_MainItem.DecreaseHealth ( "", "", action_data.m_Player.GetSoftSkillsManager().SubtractSpecialtyBonus( ITEM_DAMAGE, this.GetSpecialtyWeight() )*100 );
52 action_data.m_Player.GetSoftSkillsManager().AddSpecialty( m_SpecialtyWeight );
53 }
54};
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
class ActionTargets ActionTarget
protected ActionData m_ActionData
override void CreateActionComponent()
override void OnFinishProgressServer(ActionData action_data)
override void CreateConditionComponents()
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
override bool HasTarget()
ItemBase m_MainItem
Definition ActionBase.c:28
PlayerBase m_Player
Definition ActionBase.c:33
ref CABase m_ActionComponent
Definition ActionBase.c:30
const float PRECISE_MEDIUM
const float SEW_WOUNDS