actionsewself.c 1.5 KB

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  1. class ActionSewSelfCB : ActionContinuousBaseCB
  2. {
  3. override void CreateActionComponent()
  4. {
  5. m_ActionData.m_ActionComponent = new CAContinuousRepeat(UATimeSpent.SEW_CUTS);
  6. }
  7. }
  8. class ActionSewSelf : ActionBandageBase
  9. {
  10. void ActionSewSelf()
  11. {
  12. m_CallbackClass = ActionSewSelfCB;
  13. m_CommandUID = DayZPlayerConstants.CMD_ACTIONFB_STITCHUPSELF;
  14. m_FullBody = true;
  15. m_StanceMask = DayZPlayerConstants.STANCEMASK_ERECT | DayZPlayerConstants.STANCEMASK_CROUCH;
  16. m_Text = "#sew_cuts";
  17. }
  18. override void CreateConditionComponents()
  19. {
  20. m_ConditionItem = new CCINonRuined();
  21. m_ConditionTarget = new CCTSelf();
  22. }
  23. override bool HasTarget()
  24. {
  25. return false;
  26. }
  27. override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
  28. {
  29. if (!super.ActionCondition(player, target, item))
  30. return false;
  31. return player.IsBleeding();
  32. }
  33. override void OnFinishProgressServer(ActionData action_data)
  34. {
  35. PlayerBase player = PlayerBase.Cast(action_data.m_Player);
  36. if (action_data.m_MainItem && player)
  37. ApplyBandage(action_data.m_MainItem, player);
  38. }
  39. override void ApplyBandage(ItemBase item, PlayerBase player)
  40. {
  41. if (player.GetBleedingManagerServer())
  42. player.GetBleedingManagerServer().RemoveMostSignificantBleedingSourceEx(item);
  43. PluginTransmissionAgents transmissionAgents = PluginTransmissionAgents.Cast(GetPlugin(PluginTransmissionAgents));
  44. transmissionAgents.TransmitAgents(item, player, AGT_ITEM_TO_FLESH);
  45. if (item.HasQuantity())
  46. item.AddQuantity(-20, true);
  47. else
  48. item.Delete();
  49. }
  50. }