3 private const float REPEAT_AFTER_SEC = 1;
5 override void CreateActionComponent()
23 override typename GetInputType()
28 override void OnStartClient(
ActionData action_data)
30 action_data.m_Player.TryHideItemInHands(
true);
33 override void OnStartServer(
ActionData action_data)
35 action_data.m_Player.TryHideItemInHands(
true);
38 override void CreateConditionComponents()
47 bool holds_heavy_item = item && item.IsHeavyBehaviour();
48 return other_player.IsUnconscious() && !holds_heavy_item;
56 override void OnFinishProgressServer(
ActionData action_data)
59 other_player.GiveShock(5);
63 override void OnExecuteServer(
ActionData action_data)
68 override void OnEndServer(
ActionData action_data )
70 if ( action_data.m_Player ) action_data.m_Player.TryHideItemInHands(
false);
73 override void OnEndClient(
ActionData action_data )
75 if ( action_data.m_Player ) action_data.m_Player.TryHideItemInHands(
false);