44 if (explosive.IsRuined() || !explosive.GetArmed() || !explosive.CanBeDisarmed())
64 if (controlledDevice && !controlledDevice.IsRuined() && controlledDevice.GetArmed())
82 target.SetTakeable(
true);
92 MiscGameplayFunctions.TurnItemIntoItemEx(action_data.
m_Player, lambda);
94 action_data.
m_Player.GetItemAccessor().OnItemInHandsChanged();
override void OnFinishProgressServer(ActionData action_data)
bool CanBeSetFromInventory()
void CreateConditionComponents()
ref CCIBase m_ConditionItem
ref CCTBase m_ConditionTarget
protected bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
protected bool m_FullBody
protected int m_StanceMask
ActionDisarmExplosiveCB ActionContinuousBaseCB ActionDisarmExplosive()
ActionDisarmExplosiveWithRemoteDetonatorCB ActionDisarmExplosiveCB ActionDisarmExplosiveWithRemoteDetonator()
class ActionTargets ActionTarget
protected ActionData m_ActionData
ref CABase m_ActionComponent
ref ActionTarget m_Target
override void CreateActionComponent()
Super root of all classes in Enforce script.
EntityAI GetControlledDevice()
base class for transformation operations (creating one item from another)
const float DISARM_EXPLOSIVE_REMOTE_PAIRED
DayZPlayerConstants
defined in C++
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.