34 if (!targetEntity || (targetEntity && targetEntity.IsManagingArrows() && !targetEntity.IsDamageDestroyed()))
41 if (arrow && !arrow.IsSetForDeletion())
43 if (player.GetInventory().CanAddEntityIntoHands(arrow))
54 if (!targetEntity || (targetEntity && targetEntity.IsManagingArrows() && !targetEntity.IsDamageDestroyed()))
87 if (action_data.
m_Player.GetInventory().HasInventoryReservation(targetArrow, il))
119 float stackable = arrow.GetTargetQuantityMax(-1);
121 if (stackable == 0 || stackable >= arrow.GetQuantity())
123 action_data.
m_Player.PredictiveTakeEntityToHands(arrow);
127 arrow.SplitIntoStackMaxToInventoryLocationClient(il);
139 if (target.IsHeavyBehaviour())
ref CCIBase m_ConditionItem
ref CCTBase m_ConditionTarget
void ClearInventoryReservationEx(ActionData action_data)
class ActionTargets ActionTarget
void InitActionComponent()
void SetActionData(ActionData action_data)
ref array< ref InventoryLocation > m_ReservedInventoryLocations
ref ActionTarget m_Target
override bool CanBeUsedOnBack()
void ActionTakeArrowToHands()
override bool CanContinue(ActionData action_data)
override bool HasProgress()
override void CreateConditionComponents()
override bool InventoryReservation(ActionData action_data)
override Object GetDisplayInteractObject(PlayerBase player, ActionTarget target)
override void OnExecute(ActionData action_data)
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
override void CreateAndSetupActionCallback(ActionData action_data)
override bool HasProneException()
protected int m_CommandUIDProne
protected GetCallbackClassTypename()
protected int m_CommandUID
Super root of all classes in Enforce script.
script counterpart to engine's class Inventory
const int c_InventoryReservationTimeoutMS
reservations
proto native void SetHands(notnull EntityAI parent, EntityAI e)
sets current inventory location type to Hands
proto native EntityAI GetItem()
returns item of current inventory location
DayZPlayerConstants
defined in C++
proto native CGame GetGame()
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.