27 if(
Class.
CastTo(targetPlayer, target.GetObject()) )
29 if (
IsWearingGag(targetPlayer) && null == player.GetHumanInventory().GetEntityInHands())
45 if ( attachment && attachment.GetType() ==
"MouthRag" )
48 lamb.SetTransferParams(
true,
true,
true,
false, 1);
49 action_data.
m_Player.ServerReplaceItemElsewhereWithNewInHands(lamb);
59 if ( attachment && attachment.GetType() ==
"MouthRag" )
ref CCIBase m_ConditionItem
ref CCTBase m_ConditionTarget
bool CanReceiveAction(ActionTarget target)
protected int m_StanceMask
class ActionTargets ActionTarget
ref ActionTarget m_Target
override void OnFinishProgressServer(ActionData action_data)
override void CreateConditionComponents()
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
bool IsWearingGag(PlayerBase player)
protected int m_CommandUID
protected m_CallbackClass
Super root of all classes in Enforce script.
provides access to slot configuration
DayZPlayerConstants
defined in C++
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.