8 m_Text =
"#check_pulse_target";
32 string blood_msg =
"strong";
33 string pulse_msg =
"";
37 pulse_msg =
"_irregular";
45 blood_msg =
"moderate";
56 string message =
"#"+
"pulse_" + blood_msg + pulse_msg;
64 if( ntarget && ntarget.IsAlive())
78 bool pulse_type = target_player.GetPulseType();
93 action_data.
m_Player.m_CheckPulseLastTarget = ntarget;
ref CCIBase m_ConditionItem
ref CCTBase m_ConditionTarget
protected int m_StanceMask
class ActionTargets ActionTarget
override void OnExecuteServer(ActionData action_data)
override void OnEndServer(ActionData action_data)
override void CreateConditionComponents()
override void OnExecuteClient(ActionData action_data)
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
static string GetPulseMessage(EPulseType pulse_type, int blood_level)
const int TARGET_IRREGULAR_PULSE_BIT
ref ActionTarget m_Target
protected int m_CommandUID
void RPCSingleParam(Object target, int rpc_type, Param param, bool guaranteed, PlayerIdentity recipient=null)
see CGame.RPC
static ref Param1< int > PARAM1_INT
DayZPlayerConstants
defined in C++
proto native CGame GetGame()