ActionDefibrilateSelf.c
class ActionDefibrilateSelfCB : ActionContinuousBaseCB
{
override void CreateActionComponent()
{
m_ActionData.m_ActionComponent = new CAContinuousTime(UATimeSpent.DEFIBRILATE);
}
};
class ActionDefibrilateSelf: ActionDefibrilateBase
{
void ActionDefibrilateSelf()
{
m_CallbackClass = ActionDefibrilateSelfCB;
m_SpecialtyWeight = UASoftSkillsWeight.PRECISE_HIGH;
m_CommandUID = DayZPlayerConstants.CMD_ACTIONFB_CRAFTING;
m_FullBody = true;
m_StanceMask = DayZPlayerConstants.STANCEMASK_CROUCH;
m_Text = "#defibrilate_myself";
}
override void CreateConditionComponents()
{
m_ConditionItem = new CCINonRuined;
m_ConditionTarget = new CCTSelf;
}
override bool HasTarget()
{
return false;
}
override void OnFinishProgressClient( ActionData action_data )
{
Defibrillator defib;
PlayerBase player = action_data.m_Player;
Class.CastTo(defib, action_data.m_MainItem);
DefibrillateClient(action_data.m_Player, defib);
}
override void OnFinishProgressServer( ActionData action_data )
{
Defibrillator defib;
PlayerBase player = action_data.m_Player;
Class.CastTo(defib, action_data.m_MainItem);
DefibrillateServer(action_data.m_Player, defib);
}
};