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- class ActionBandageTargetCB : ActionContinuousBaseCB
- {
- override void CreateActionComponent()
- {
- float effectivity = m_ActionData.m_MainItem.GetBandagingEffectivity();
- float adjustedTimeSpent = 0;
- if (effectivity > 0)
- adjustedTimeSpent = UATimeSpent.BANDAGE / effectivity;
- m_ActionData.m_ActionComponent = new CAContinuousRepeat(adjustedTimeSpent);
- }
- }
- class ActionBandageTarget : ActionBandageBase
- {
- void ActionBandageTarget()
- {
- m_CallbackClass = ActionBandageTargetCB;
- m_CommandUID = DayZPlayerConstants.CMD_ACTIONFB_BANDAGETARGET;
- m_FullBody = true;
- m_StanceMask = DayZPlayerConstants.STANCEMASK_ERECT | DayZPlayerConstants.STANCEMASK_CROUCH;
- m_Text = "#treat_persons_wound";
- }
-
- override void CreateConditionComponents()
- {
- m_ConditionItem = new CCINonRuined();
- m_ConditionTarget = new CCTMan(UAMaxDistances.DEFAULT);
- }
- override int GetStanceMask(PlayerBase player)
- {
- if (player.IsPlayerInStance(DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_PRONE))
- return DayZPlayerConstants.STANCEMASK_CROUCH;
- else
- return DayZPlayerConstants.STANCEMASK_ERECT;
- }
- override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
- {
- PlayerBase otherPlayer = PlayerBase.Cast(target.GetObject());
- if (otherPlayer)
- return otherPlayer.IsBleeding();
-
- return false;
- }
- override void OnFinishProgressServer(ActionData action_data)
- {
- PlayerBase target = PlayerBase.Cast(action_data.m_Target.GetObject());
-
- if (action_data.m_MainItem && target)
- {
- if (CanReceiveAction(action_data.m_Target))
- ApplyBandage(action_data.m_MainItem, target);
- }
- }
-
- override void OnFinishProgressClient(ActionData action_data)
- {
- GetGame().GetAnalyticsClient().OnActionBandageTarget();
- }
-
- override bool CanTargetBeInVehicle()
- {
- return true;
- }
- }
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