41 CargoBase cargo = item.GetInventory().GetCargo();
46 float dmg = item.GetHealth01(
"",
"");
51 paper.SetHealth01(
"",
"", dmg - 0.25 );
59 cargo_item.GetInventory().GetCurrentInventoryLocation(il_src);
62 action_data.
m_Player.ServerTakeToDst( il_src, il_dst );
64 action_data.
m_Player.LocalTakeToDst( il_src, il_dst );
protected float m_SpecialtyWeight
ref CCIBase m_ConditionItem
ref CCTBase m_ConditionTarget
protected int m_StanceMask
class ActionTargets ActionTarget
const int ECE_PLACE_ON_SURFACE
protected ActionData m_ActionData
ref CABase m_ActionComponent
override void CreateActionComponent()
override void OnFinishProgressServer(ActionData action_data)
override void CreateConditionComponents()
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
override bool HasTarget()
protected int m_CommandUID
protected m_CallbackClass
proto native bool IsDedicatedServer()
Robust check which is preferred than the above, as it is valid much sooner.
proto native Object CreateObjectEx(string type, vector pos, int iFlags, int iRotation=RF_DEFAULT)
Creates object of certain type.
represents base for cargo storage for entities
proto native int GetItemCount()
proto native EntityAI GetItem(int index)
script counterpart to engine's class Inventory
static bool SetGroundPosByOwner(EntityAI owner, notnull EntityAI item, out InventoryLocation ground)
DayZPlayerConstants
defined in C++
proto native CGame GetGame()