ActionSewSelf.c
class ActionSewSelfCB : ActionContinuousBaseCB
{
override void CreateActionComponent()
{
m_ActionData.m_ActionComponent = new CAContinuousRepeat(UATimeSpent.SEW_CUTS);
}
}
class ActionSewSelf : ActionBandageBase
{
void ActionSewSelf()
{
m_CallbackClass = ActionSewSelfCB;
m_CommandUID = DayZPlayerConstants.CMD_ACTIONFB_STITCHUPSELF;
m_FullBody = true;
m_StanceMask = DayZPlayerConstants.STANCEMASK_ERECT | DayZPlayerConstants.STANCEMASK_CROUCH;
m_Text = "#sew_cuts";
}
override void CreateConditionComponents()
{
m_ConditionItem = new CCINonRuined();
m_ConditionTarget = new CCTSelf();
}
override bool HasTarget()
{
return false;
}
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
{
if (!super.ActionCondition(player, target, item))
return false;
return player.IsBleeding();
}
override void OnFinishProgressServer(ActionData action_data)
{
PlayerBase player = PlayerBase.Cast(action_data.m_Player);
if (action_data.m_MainItem && player)
ApplyBandage(action_data.m_MainItem, player);
}
override void ApplyBandage(ItemBase item, PlayerBase player)
{
if (player.GetBleedingManagerServer())
player.GetBleedingManagerServer().RemoveMostSignificantBleedingSourceEx(item);
PluginTransmissionAgents transmissionAgents = PluginTransmissionAgents.Cast(GetPlugin(PluginTransmissionAgents));
transmissionAgents.TransmitAgents(item, player, AGT_ITEM_TO_FLESH);
if (item.HasQuantity())
item.AddQuantity(-20, true);
else
item.Delete();
}
}