15 if( !source.GetHumanInventory().GetEntityInHands() )
21 EntityAI entity = source.GetInventory().CreateInInventory(
"BurlapSack");
26 source.GetTransformWS(m4);
37 if ( attachment && attachment.GetType() ==
"BurlapSackCover" )
40 MiscGameplayFunctions.TransferItemProperties(attachment,new_item,
true,
false,
true);
91 if ( attachment && attachment.IsInherited(BurlapSackCover) )
protected float m_SpecialtyWeight
ref CCIBase m_ConditionItem
ref CCTBase m_ConditionTarget
protected int m_StanceMask
class ActionTargets ActionTarget
bool IsWearingBurlap(PlayerBase player)
ActionUncoverHeadBase ActionContinuousBase ActionUncoverHeadSelf()
override void CreateConditionComponents()
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
override bool HasTarget()
const int ECE_IN_INVENTORY
protected ActionData m_ActionData
protected void OnFinishProgressServer(ActionData action_data)
ref CABase m_ActionComponent
void UncoverHead(PlayerBase target, PlayerBase source)
override void CreateActionComponent()
Super root of all classes in Enforce script.
script counterpart to engine's class Inventory
static proto native EntityAI LocationCreateEntity(notnull InventoryLocation inv_loc, string type, int iSetupFlags, int iRotation)
creates new item directly at location
inventory for plain man/human
proto native EntityAI CreateInHands(string typeName)
creates new entity in hands
proto native void SetGround(EntityAI e, vector mat[4])
sets current inventory location type to Ground with transformation mat
provides access to slot configuration
DayZPlayerConstants
defined in C++
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.