actioninjectself.c 1.2 KB

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  1. class ActionInjectSelf: ActionSingleUseBase
  2. {
  3. void ActionInjectSelf()
  4. {
  5. m_CommandUID = DayZPlayerConstants.CMD_ACTIONFB_INJECTION;
  6. m_FullBody = true;
  7. m_StanceMask = DayZPlayerConstants.STANCEMASK_CROUCH;
  8. m_SpecialtyWeight = UASoftSkillsWeight.PRECISE_MEDIUM;
  9. m_Text = "#inject";
  10. }
  11. override void CreateConditionComponents()
  12. {
  13. m_ConditionItem = new CCINonRuined;
  14. m_ConditionTarget = new CCTSelf;
  15. }
  16. override bool HasTarget()
  17. {
  18. return false;
  19. }
  20. override void OnExecuteServer( ActionData action_data )
  21. {
  22. if (action_data.m_MainItem)
  23. {
  24. ApplyModifiers(action_data);
  25. }
  26. }
  27. override void OnEndServer( ActionData action_data )
  28. {
  29. super.OnEndServer(action_data);
  30. if (action_data.m_WasExecuted && action_data.m_MainItem )
  31. {
  32. action_data.m_MainItem.Delete();
  33. }
  34. }
  35. override void OnEndClient( ActionData action_data )
  36. {
  37. if (action_data.m_WasExecuted && action_data.m_MainItem )
  38. {
  39. action_data.m_MainItem.DeleteOnClient();
  40. }
  41. }
  42. override void ApplyModifiers( ActionData action_data )
  43. {
  44. action_data.m_MainItem.OnApply(action_data.m_Player);
  45. //action_data.m_Player.m_ModifiersManager.DeactivateModifier(eModifiers.MDF_HEART_ATTACK);
  46. }
  47. };