31 if (!
GetGame().IsDedicatedServer())
36 targetEntity =
EntityAI.Cast(target.GetParent());
40 targetEntity =
EntityAI.Cast(target.GetObject());
47 if (super.SetupAction(player, target, item, action_data, extra_data))
64 if (targetEntity && item)
66 return targetEntity.GetInventory() && targetEntity.GetInventory().CanAddAttachment(item) && !targetEntity.CanUseConstruction());
AttachActionData ActionData ActionAttach()
protected void AttachItem(ActionData action_data)
ActionData CreateActionData()
bool CanBeSetFromInventory()
ref CCIBase m_ConditionItem
ref CCTBase m_ConditionTarget
bool SetupAction(PlayerBase player, ActionTarget target, ItemBase item, out ActionData action_data, Param extra_data=NULL)
void ClearInventoryReservationEx(ActionData action_data)
protected int m_StanceMask
class ActionTargets ActionTarget
FindInventoryLocationType
flags for searching locations in inventory
ref ActionTarget m_Target
override void CreateConditionComponents()
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
protected void OnExecuteServer(ActionData action_data)
protected void OnExecuteClient(ActionData action_data)
proto native int GetSlot()
returns slot id if current type is Attachment
Base Param Class with no parameters. Used as general purpose parameter overloaded with Param1 to Para...
DayZPlayerConstants
defined in C++
proto native CGame GetGame()