12 Object target_object = target.GetObject();
14 if ( target_object && target_object.IsFireplace() )
19 if ( fireplace_barrel && fireplace_barrel.IsOpen() && !fireplace_barrel.HasAshes() && !fireplace_barrel.IsBurning() )
22 if ( fireplace_barrel.IsCargoEmpty() && fireplace_barrel.GetInventory().AttachmentCount() > 0 )
37 string newTypeName =
"Fireplace";
44 lambda.OverrideNewLocation( targetIL );
45 action_data.
m_Player.ServerReplaceItemWithNew( lambda );
62 m_RemoveFromLocationPassed =
true;
71 super.CopyOldPropertiesToNew( old_item, new_item );
73 MiscGameplayFunctions.TransferInventory(old_item, new_item,
m_Player);
83 super.CreateNetworkObjectInfo(new_item);
protected int m_StanceMask
void TakeFireplaceFromBarrelLambda(EntityAI old_item, string new_item_type, PlayerBase player)
class ActionTargets ActionTarget
FindInventoryLocationType
flags for searching locations in inventory
ref ActionTarget m_Target
override void OnExecuteServer(ActionData action_data)
void ActionTakeFireplaceFromBarrel()
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
protected int m_CommandUID
proto native void RemoteObjectTreeCreate(Object obj)
RemoteObjectCreate - postponed registration of network object (and creation of remote object)....
base class for transformation operations (creating one item from another)
protected void DeleteOldEntity()
Step F. - deletes physically old item.
protected void UndoRemoveOldItemFromLocation()
protected void CreateNetworkObjectInfo(EntityAI new_item)
Step G. - create NetworkObjectInfo for new item.
void CopyOldPropertiesToNew(notnull EntityAI old_item, EntityAI new_item)
Step E. copy properties from old object to the created one.
protected void RemoveOldItemFromLocation()
Step B. - free location for new item @NOTE this operation does not delete the object,...
DayZPlayerConstants
defined in C++
proto native CGame GetGame()