ActionInjectSelf.c
class ActionInjectSelf: ActionSingleUseBase
{
void ActionInjectSelf()
{
m_CommandUID = DayZPlayerConstants.CMD_ACTIONFB_INJECTION;
m_FullBody = true;
m_StanceMask = DayZPlayerConstants.STANCEMASK_CROUCH;
m_SpecialtyWeight = UASoftSkillsWeight.PRECISE_MEDIUM;
m_Text = "#inject";
}
override void CreateConditionComponents()
{
m_ConditionItem = new CCINonRuined;
m_ConditionTarget = new CCTSelf;
}
override bool HasTarget()
{
return false;
}
override void OnExecuteServer( ActionData action_data )
{
if (action_data.m_MainItem)
{
ApplyModifiers(action_data);
}
}
override void OnEndServer( ActionData action_data )
{
super.OnEndServer(action_data);
if (action_data.m_WasExecuted && action_data.m_MainItem )
{
action_data.m_MainItem.Delete();
}
}
override void OnEndClient( ActionData action_data )
{
if (action_data.m_WasExecuted && action_data.m_MainItem )
{
action_data.m_MainItem.DeleteOnClient();
}
}
override void ApplyModifiers( ActionData action_data )
{
action_data.m_MainItem.OnApply(action_data.m_Player);
//action_data.m_Player.m_ModifiersManager.DeactivateModifier(eModifiers.MDF_HEART_ATTACK);
}
};