30 action_data.
m_Player.TryHideItemInHands(
true);
35 action_data.
m_Player.TryHideItemInHands(
true);
47 bool holds_heavy_item = item && item.IsHeavyBehaviour();
48 return other_player.IsUnconscious() && !holds_heavy_item;
59 other_player.GiveShock(5);
protected float m_SpecialtyWeight
ref CCIBase m_ConditionItem
ref CCTBase m_ConditionTarget
protected bool m_FullBody
protected int m_StanceMask
class ActionTargets ActionTarget
protected ActionData m_ActionData
private const float REPEAT_AFTER_SEC
override void CreateActionComponent()
override void OnFinishProgressServer(ActionData action_data)
override void OnExecuteServer(ActionData action_data)
override void OnEndServer(ActionData action_data)
override void OnStartClient(ActionData action_data)
override void CreateConditionComponents()
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
override void OnEndClient(ActionData action_data)
override void OnStartServer(ActionData action_data)
ref CABase m_ActionComponent
ref ActionTarget m_Target
protected int m_CommandUID
protected m_CallbackClass
DayZPlayerConstants
defined in C++