class ActionSkinningSource
ActionSkinning › ActionContinuousBase › AnimatedActionBase › ActionBase › ActionBase_Basic
All members, including inherited
Constructors 1
void ActionSkinning()Methods 9
override void CreateConditionComponents()References new CCINonRuined(), new CCTCursorNoRuinCheck(), ActionBase.m_ConditionItem
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, ActionBase.m_ConditionTargetoverride bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)References Object.CanBeSkinned(), EntityAI.CanBeSkinnedWith(), Class.CastTo()
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, ActionTarget.GetObject(), and Object.IsAlive()override void OnFinishProgressServer(ActionData action_data)References ScriptCallQueue.Call(), Class.Cast(), Class.Cast()
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, MiscGameplayFunctions.DealAbsoluteDmg(), DayZGame.GetCallQueue(), GetGame(), ActionTarget.GetObject(), GetPlugin(), EntityAI.GetSkinningBloodInfectionChance(), HandlePlayerBody(), ActionContinuousBase.OnFinishProgressServer(), MiscGameplayFunctions.RemoveAllAttachedChildrenByTypename(), EntityAI.SetAsSkinned(), PlayerBase.SetBloodyHandsPenaltyChancePerAgent(), SpawnItems(), PluginLifespan.UpdateBloodyHandsVisibility(), ActionData.m_MainItem, ActionData.m_Player, ActionData.m_Target, and UADamageApplied.SKINNINGItemBase CreateOrgan(PlayerBase player, vector body_pos, string item_to_spawn, string cfg_skinning_organ_class, ItemBase tool)References Class.CastTo(), CGame.ConfigGetFloat(), CGame.ConfigGetFloat()
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, CGame.ConfigGetFloatArray(), array.Count(), array.Count(), CGame.CreateObjectEx(), Object.DecreaseHealthCoef(), array.Get(), array.Get(), GetGame(), MiscGameplayFunctions.GetHeadBonePos(), Object.GetHealth01(), ItemBase.GetQuantityMax(), MiscGameplayFunctions.GetRandomizedPositionVerified(), ItemBase.InsertAgent(), Math.RandomFloat(), Math.Round(), ItemBase.SetQuantity(), and UAItemsSpreadRadius.NARROWReferenced by SpawnItems()
override void OnFinishProgressClient(ActionData action_data)void HandlePlayerBody(ActionData action_data)This section drops all clothes (and attachments) from the dead player before deleting their body
References Class.Cast(), Class.CastTo(), EntityAI.Delete()
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, DropInventoryItems(), GetCEApi(), CEApi.GetCEGlobalInt(), HumanInventory.GetEntityInHands(), Object.GetHealthLevel(), Man.GetHumanInventory(), PlayerBase.GetItemOnSlot(), Object.GetMaxHealth(), ActionTarget.GetObject(), Object.GetType(), PlayerBase.IsRestrained(), PlayerBase.IsWearingSplint(), Object.SetHealth(), PlayerBase.SpawnEntityOnGroundOnCursorDir(), MiscGameplayFunctions.TransferItemProperties(), MiscGameplayFunctions.TransformRestrainItem(), GameConstants.DAMAGE_BADLY_DAMAGED_VALUE, GameConstants.DAMAGE_DAMAGED_VALUE, GameConstants.DAMAGE_RUINED_VALUE, GameConstants.DAMAGE_WORN_VALUE, ActionData.m_Player, ActionData.m_Target, GameConstants.STATE_BADLY_DAMAGED, GameConstants.STATE_DAMAGED, GameConstants.STATE_RUINED, and GameConstants.STATE_WORNReferenced by OnFinishProgressServer()
void DropInventoryItems(PlayerBase body, float newLifetime)References GameInventory.DropEntity(), GameInventory.EnumerateInventory(), EntityAI.GetInventory()
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, EntityAI.SetLifetime()Referenced by HandlePlayerBody()
void SpawnItems(ActionData action_data)References EntityAI.CanHaveTemperature(), EntityAI.CanHaveTemperature(), Class.Cast()
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, CGame.ConfigGetChildName(), CGame.ConfigGetChildrenCount(), CGame.ConfigGetFloat(), CGame.ConfigGetFloatArray(), CGame.ConfigGetInt(), CGame.ConfigGetText(), CGame.ConfigGetTextArray(), CGame.ConfigIsExisting(), array.Count(), array.Count(), CreateOrgan(), Math.Floor(), GetGame(), Object.GetHealth(), Object.GetHealth01(), EntityAI.GetIsFrozen(), Object.GetMaxHealth(), Object.GetMaxHealth(), ActionTarget.GetObject(), Object.GetPosition(), EntityAI.GetTemperature(), Object.GetType(), ItemBase.InsertAgent(), Object.IsKindOf(), Debug.Log(), EntityAI.SetFrozen(), Object.SetHealth(), Object.SetHealth01(), EntityAI.SetTemperatureDirect(), ActionData.m_MainItem, ActionData.m_Player, and ActionData.m_TargetReferenced by OnFinishProgressServer()