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- class ActionSewSelfCB : ActionContinuousBaseCB
- {
- override void CreateActionComponent()
- {
- m_ActionData.m_ActionComponent = new CAContinuousRepeat(UATimeSpent.SEW_CUTS);
- }
- }
- class ActionSewSelf : ActionBandageBase
- {
- void ActionSewSelf()
- {
- m_CallbackClass = ActionSewSelfCB;
- m_CommandUID = DayZPlayerConstants.CMD_ACTIONFB_STITCHUPSELF;
- m_FullBody = true;
- m_StanceMask = DayZPlayerConstants.STANCEMASK_ERECT | DayZPlayerConstants.STANCEMASK_CROUCH;
- m_Text = "#sew_cuts";
- }
-
- override void CreateConditionComponents()
- {
- m_ConditionItem = new CCINonRuined();
- m_ConditionTarget = new CCTSelf();
- }
- override bool HasTarget()
- {
- return false;
- }
- override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
- {
- if (!super.ActionCondition(player, target, item))
- return false;
- return player.IsBleeding();
- }
- override void OnFinishProgressServer(ActionData action_data)
- {
- PlayerBase player = PlayerBase.Cast(action_data.m_Player);
- if (action_data.m_MainItem && player)
- ApplyBandage(action_data.m_MainItem, player);
- }
-
- override void ApplyBandage(ItemBase item, PlayerBase player)
- {
- if (player.GetBleedingManagerServer())
- player.GetBleedingManagerServer().RemoveMostSignificantBleedingSourceEx(item);
-
- PluginTransmissionAgents transmissionAgents = PluginTransmissionAgents.Cast(GetPlugin(PluginTransmissionAgents));
- transmissionAgents.TransmitAgents(item, player, AGT_ITEM_TO_FLESH);
-
- if (item.HasQuantity())
- item.AddQuantity(-20, true);
- else
- item.Delete();
- }
- }
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