59 if (player.GetCommand_Vehicle())
62 return player && item;
73 super.OnExecuteClient(action_data);
80 action_data.
m_Player.PhysicalPredictiveDropItem(action_data.
m_Player.GetItemInHands());
ref CCIBase m_ConditionItem
ref CCTBase m_ConditionTarget
DetachActionData m_ItemName
void PhysicalDropItem(ActionData action_data)
class ActionTargets ActionTarget
void SetCommand(int command_uid)
protected ActionData m_ActionData
override void EndActionComponent()
override void CreateConditionComponents()
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
override bool HasTarget()
protected void OnExecuteServer(ActionData action_data)
override bool ActionConditionContinue(ActionData action_data)
protected void OnExecuteClient(ActionData action_data)
override bool HasProneException()
proto native bool IsChangingStance()
returns true if character is changing stance
DayZPlayerConstants
defined in C++
proto native CGame GetGame()