ActionSplintSelf.c
class ActionSplintSelfCB : ActionContinuousBaseCB
{
override void CreateActionComponent()
{
m_ActionData.m_ActionComponent = new CAContinuousTime(UATimeSpent.APPLY_SPLINT);
}
};
class ActionSplintSelf: ActionContinuousBase
{
void ActionSplintSelf()
{
m_CallbackClass = ActionSplintSelfCB;
m_CommandUID = DayZPlayerConstants.CMD_ACTIONFB_CRAFTING;
m_FullBody = true;
m_StanceMask = DayZPlayerConstants.STANCEMASK_CROUCH;
m_SpecialtyWeight = UASoftSkillsWeight.PRECISE_LOW;
m_Text = "#apply_splint";
}
override void CreateConditionComponents()
{
m_ConditionItem = new CCINonRuined;
m_ConditionTarget = new CCTSelf;
}
override bool HasTarget()
{
return false;
}
override void OnFinishProgressServer( ActionData action_data )
{
action_data.m_MainItem.TransferModifiers(action_data.m_Player);
action_data.m_Player.ApplySplint();
//Double check to not enter splinted state if legs are not broken
if (action_data.m_Player.GetBrokenLegs() == eBrokenLegs.BROKEN_LEGS)
{
action_data.m_Player.SetBrokenLegs(eBrokenLegs.BROKEN_LEGS_SPLINT);
ItemBase new_item = ItemBase.Cast(action_data.m_Player.GetInventory().CreateInInventory("Splint_Applied"));
if ( new_item )
{
MiscGameplayFunctions.TransferItemProperties(action_data.m_MainItem,new_item,true,false,true);
action_data.m_MainItem.Delete();
}
}
}
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
{
if (player.GetBrokenLegs() != eBrokenLegs.BROKEN_LEGS || IsWearingSplint(player))
{
return false;
}
return super.ActionCondition(player, target, item);
}
bool IsWearingSplint( PlayerBase player )
{
if ( player.GetItemOnSlot("Splint_Right") )
{
return true;
}
return false;
}
};