15 m_Text =
"#sort_ammunition";
43 while( magazine.GetAmmoCount() > 0)
45 int count = magazine.GetAmmoCount();
46 if(magazine.ServerAcquireCartridge(health, ammo_type))
48 int health_label = MiscGameplayFunctions.GetHealthLevelForAmmo(ammo_type,health);
49 if( piles[health_label] == null )
53 piles[health_label].ServerStoreCartridge(health,ammo_type);
protected float m_SpecialtyWeight
ref CCIBase m_ConditionItem
ref CCTBase m_ConditionTarget
class ActionTargets ActionTarget
const int ECE_PLACE_ON_SURFACE
protected ActionData m_ActionData
ref CABase m_ActionComponent
override void CreateActionComponent()
void SortAmmo(ItemBase item)
override void CreateConditionComponents()
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
void ActionSortAmmoPile()
override void OnEndAnimationLoopServer(ActionData action_data)
protected m_CallbackClass
Super root of all classes in Enforce script.
proto native CGame GetGame()
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.