32 Object target_object = target.GetObject();
34 if ( target_object.IsFireplace() )
53 fireplace_target.RefreshFireState();
protected float m_SpecialtyWeight
ref CCIBase m_ConditionItem
ref CCTBase m_ConditionTarget
protected bool m_FullBody
class ActionTargets ActionTarget
protected ActionData m_ActionData
ref CABase m_ActionComponent
ref ActionTarget m_Target
private const float TIME_TO_REPEAT
private const float WETNESS_GAIN_MULTIPLIER
override void CreateActionComponent()
void ActionExtinguishFireplaceByLiquid()
override void OnEndServer(ActionData action_data)
override void CreateConditionComponents()
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
protected int m_CommandUID
protected m_CallbackClass
void MultiplyQuantityUsed(float coef)
override bool CanExtinguishFire()
override float GetLiquidThroughputCoef()
const float FIREPLACE_LIQUID
DayZPlayerConstants
defined in C++
const int GROUP_LIQUID_BLOOD
const int LIQUID_RIVERWATER