Dayz
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actioncheckpulse.c
Go to the documentation of this file.
1
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class
ActionCheckPulse
:
ActionInteractBase
3
{
4
const
int
TARGET_IRREGULAR_PULSE_BIT
= 1 << 31;
5
void
ActionCheckPulse
()
6
{
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m_CommandUID
=
DayZPlayerConstants
.CMD_ACTIONMOD_INTERACTONCE;
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m_StanceMask
=
DayZPlayerConstants
.STANCEMASK_ERECT |
DayZPlayerConstants
.STANCEMASK_CROUCH;
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m_Text
=
"#check_pulse_target"
;
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}
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override
void
CreateConditionComponents
()
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{
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m_ConditionTarget
=
new
CCTMan
(
UAMaxDistances
.
DEFAULT
);
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m_ConditionItem
=
new
CCINone
;
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}
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static
string
GetPulseMessage
(
EPulseType
pulse_type,
int
blood_level)
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{
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//builds string table keys:
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//pulse_strong
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//pulse_decent
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//pulse_moderate
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//pulse_weak
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//pulse_faint
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//pulse_strong_irregular
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//pulse_decent_irregular
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//pulse_moderate_irregular
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//pulse_weak_irregular
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//pulse_faint_irregular
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string
blood_msg =
"strong"
;
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string
pulse_msg =
""
;
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if
(pulse_type ==
EPulseType
.IRREGULAR)
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{
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pulse_msg =
"_irregular"
;
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}
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if
( blood_level ==
EStatLevels
.HIGH )
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{
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blood_msg =
"decent"
;
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}
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if
( blood_level ==
EStatLevels
.MEDIUM )
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{
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blood_msg =
"moderate"
;
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}
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if
( blood_level ==
EStatLevels
.LOW )
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{
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blood_msg =
"weak"
;
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}
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if
( blood_level ==
EStatLevels
.CRITICAL )
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{
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blood_msg =
"faint"
;
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}
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//string message = blood_msg + " " + pulse_msg + " pulse";
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string
message =
"#"
+
"pulse_"
+ blood_msg + pulse_msg;
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return
message;
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}
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override
bool
ActionCondition
(
PlayerBase
player,
ActionTarget
target,
ItemBase
item )
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{
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PlayerBase
ntarget =
PlayerBase
.Cast( target.GetObject() );
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if
( ntarget && ntarget.IsAlive())
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{
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return
true
;
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}
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return
false
;
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}
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override
void
OnExecuteServer
(
ActionData
action_data )
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{
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PlayerBase
target_player =
PlayerBase
.Cast(action_data.m_Target.GetObject());
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if
(target_player)
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{
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PlayerBase
player = action_data.m_Player;
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CachedObjectsParams
.
PARAM1_INT
.param1 = target_player.GetStatLevelBlood();
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bool
pulse_type = target_player.GetPulseType();
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if
(pulse_type ==
EPulseType
.IRREGULAR)
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CachedObjectsParams
.
PARAM1_INT
.param1 =
CachedObjectsParams
.
PARAM1_INT
.param1 | (1 <<
TARGET_IRREGULAR_PULSE_BIT
);
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g_Game
.RPCSingleParam( player ,
ERPCs
.RPC_CHECK_PULSE,
CachedObjectsParams
.
PARAM1_INT
,
true
, player.GetIdentity() );
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}
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}
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override
void
OnExecuteClient
(
ActionData
action_data )
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{
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PlayerBase
ntarget =
PlayerBase
.Cast( action_data.m_Target.GetObject() );
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if
(ntarget)
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{
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action_data.m_Player.m_CheckPulseLastTarget = ntarget;
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}
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}
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}
ActionData
ActionBase ActionData
Definition
actionbase.c:30
ActionTarget
class ActionTargets ActionTarget
ActionBase::m_Text
string m_Text
Definition
actionbase.c:64
ActionBase::m_ConditionItem
ref CCIBase m_ConditionItem
Definition
actionbase.c:70
ActionBase::m_ConditionTarget
ref CCTBase m_ConditionTarget
Definition
actionbase.c:71
ActionBase::m_StanceMask
int m_StanceMask
Definition
actionbase.c:68
ActionCheckPulse::ActionCheckPulse
void ActionCheckPulse()
Definition
actioncheckpulse.c:5
ActionCheckPulse::OnExecuteServer
override void OnExecuteServer(ActionData action_data)
Definition
actioncheckpulse.c:72
ActionCheckPulse::CreateConditionComponents
override void CreateConditionComponents()
Definition
actioncheckpulse.c:12
ActionCheckPulse::OnExecuteClient
override void OnExecuteClient(ActionData action_data)
Definition
actioncheckpulse.c:88
ActionCheckPulse::ActionCondition
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
Definition
actioncheckpulse.c:62
ActionCheckPulse::GetPulseMessage
static string GetPulseMessage(EPulseType pulse_type, int blood_level)
Definition
actioncheckpulse.c:18
ActionCheckPulse::TARGET_IRREGULAR_PULSE_BIT
const int TARGET_IRREGULAR_PULSE_BIT
Definition
actioncheckpulse.c:4
ActionInteractBase::ActionInteractBase
void ActionInteractBase()
Definition
actioninteractbase.c:43
AnimatedActionBase::m_CommandUID
int m_CommandUID
Definition
animatedactionbase.c:143
CCINone
Definition
ccinone.c:2
CCTMan
Definition
cctman.c:2
CachedObjectsParams
Definition
utilityclasses.c:10
CachedObjectsParams::PARAM1_INT
static ref Param1< int > PARAM1_INT
Definition
utilityclasses.c:11
ItemBase
Definition
inventoryitem.c:742
PlayerBase
Definition
playerbaseclient.c:2
UAMaxDistances
Definition
actionconstants.c:110
UAMaxDistances::DEFAULT
const float DEFAULT
Definition
actionconstants.c:112
g_Game
DayZGame g_Game
Definition
dayzgame.c:3942
DayZPlayerConstants
DayZPlayerConstants
defined in C++
Definition
dayzplayer.c:602
EPulseType
EPulseType
Definition
epulsetype.c:2
ERPCs
ERPCs
Definition
erpcs.c:2
EStatLevels
EStatLevels
Definition
estatlevels.c:2
Games
Dayz
scripts
4_world
classes
useractionscomponent
actions
continuous
medical
actioncheckpulse.c
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