Dayz
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actioncpr.c
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1
class
ActionCPRCB
:
ActionContinuousBaseCB
2
{
3
private
const
float
REPEAT_AFTER_SEC
= 1;
4
5
override
void
CreateActionComponent
()
6
{
7
m_ActionData
.m_ActionComponent =
new
CAContinuousRepeat
(
REPEAT_AFTER_SEC
);
8
}
9
};
10
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class
ActionCPR
:
ActionContinuousBase
12
{
13
void
ActionCPR
()
14
{
15
m_CallbackClass
=
ActionCPRCB
;
16
m_CommandUID
=
DayZPlayerConstants
.CMD_ACTIONFB_CPR;
17
m_FullBody
=
true
;
18
m_StanceMask
=
DayZPlayerConstants
.STANCEMASK_CROUCH;
19
m_SpecialtyWeight
= UASoftSkillsWeight.ROUGH_HIGH;
20
m_Text
=
"#cpr"
;
21
}
22
23
override
typename
GetInputType
()
24
{
25
return
ContinuousInteractActionInput
;
26
}
27
28
override
void
OnStartClient
(
ActionData
action_data)
29
{
30
action_data.m_Player.TryHideItemInHands(
true
);
31
}
32
33
override
void
OnStartServer
(
ActionData
action_data)
34
{
35
super.OnStartServer(action_data);
36
37
action_data.m_Player.TryHideItemInHands(
true
);
38
}
39
40
override
void
CreateConditionComponents
()
41
{
42
m_ConditionItem
=
new
CCINone
;
43
m_ConditionTarget
=
new
CCTMan
(
UAMaxDistances
.
DEFAULT
);
44
}
45
46
override
bool
ActionCondition
(
PlayerBase
player,
ActionTarget
target,
ItemBase
item )
47
{
48
PlayerBase
other_player =
PlayerBase
.Cast(target.GetObject());
49
bool
holds_heavy_item = item && item.IsHeavyBehaviour();
50
return
other_player.IsUnconscious() && !holds_heavy_item;
51
}
52
53
/*override void OnFinishProgressClient(ActionData action_data)
54
{
55
action_data.m_Player.TryHideItemInHands(false);
56
}*/
57
58
override
void
OnFinishProgressServer
(
ActionData
action_data)
59
{
60
PlayerBase
other_player =
PlayerBase
.Cast(action_data.m_Target.GetObject());
61
other_player.GiveShock(5);
62
}
63
64
override
void
OnExecuteServer
(
ActionData
action_data)
65
{
66
67
}
68
69
override
void
OnEndServer
(
ActionData
action_data )
70
{
71
super.OnEndServer(action_data);
72
73
if
( action_data.m_Player ) action_data.m_Player.TryHideItemInHands(
false
);
74
}
75
76
override
void
OnEndClient
(
ActionData
action_data )
77
{
78
if
( action_data.m_Player ) action_data.m_Player.TryHideItemInHands(
false
);
79
}
80
81
};
ActionData
ActionBase ActionData
Definition
actionbase.c:30
ActionTarget
class ActionTargets ActionTarget
ActionBaseCB::m_ActionData
ActionData m_ActionData
Definition
animatedactionbase.c:3
ActionBase::m_FullBody
bool m_FullBody
Definition
actionbase.c:67
ActionBase::m_Text
string m_Text
Definition
actionbase.c:64
ActionBase::m_ConditionItem
ref CCIBase m_ConditionItem
Definition
actionbase.c:70
ActionBase::m_SpecialtyWeight
float m_SpecialtyWeight
Definition
actionbase.c:83
ActionBase::m_ConditionTarget
ref CCTBase m_ConditionTarget
Definition
actionbase.c:71
ActionBase::m_StanceMask
int m_StanceMask
Definition
actionbase.c:68
ActionCPRCB
Definition
actioncpr.c:2
ActionCPRCB::CreateActionComponent
override void CreateActionComponent()
Definition
actioncpr.c:5
ActionCPRCB::REPEAT_AFTER_SEC
const float REPEAT_AFTER_SEC
Definition
actioncpr.c:3
ActionCPR::OnFinishProgressServer
override void OnFinishProgressServer(ActionData action_data)
Definition
actioncpr.c:58
ActionCPR::ActionCPR
void ActionCPR()
Definition
actioncpr.c:13
ActionCPR::OnExecuteServer
override void OnExecuteServer(ActionData action_data)
Definition
actioncpr.c:64
ActionCPR::OnEndServer
override void OnEndServer(ActionData action_data)
Definition
actioncpr.c:69
ActionCPR::OnStartClient
override void OnStartClient(ActionData action_data)
Definition
actioncpr.c:28
ActionCPR::CreateConditionComponents
override void CreateConditionComponents()
Definition
actioncpr.c:40
ActionCPR::ActionCondition
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
Definition
actioncpr.c:46
ActionCPR::GetInputType
override GetInputType()
Definition
actioncpr.c:23
ActionCPR::OnEndClient
override void OnEndClient(ActionData action_data)
Definition
actioncpr.c:76
ActionCPR::OnStartServer
override void OnStartServer(ActionData action_data)
Definition
actioncpr.c:33
ActionContinuousBaseCB
Definition
actioncontinuousbase.c:2
ActionContinuousBase::ActionContinuousBase
void ActionContinuousBase()
Definition
actioncontinuousbase.c:124
AnimatedActionBase::m_CommandUID
int m_CommandUID
Definition
animatedactionbase.c:143
AnimatedActionBase::m_CallbackClass
m_CallbackClass
Definition
animatedactionbase.c:145
CAContinuousRepeat
Definition
cacontinuousrepeat.c:2
CCINone
Definition
ccinone.c:2
CCTMan
Definition
cctman.c:2
ContinuousInteractActionInput
Definition
actioninput.c:523
ItemBase
Definition
inventoryitem.c:742
PlayerBase
Definition
playerbaseclient.c:2
UAMaxDistances
Definition
actionconstants.c:110
UAMaxDistances::DEFAULT
const float DEFAULT
Definition
actionconstants.c:112
DayZPlayerConstants
DayZPlayerConstants
defined in C++
Definition
dayzplayer.c:602
Games
Dayz
scripts
4_world
classes
useractionscomponent
actions
continuous
medical
actioncpr.c
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