28 m_Text =
"#take " + attachment.GetDisplayName();
45 if ( target_entity && target_entity.CanUseConstruction() )
52 string main_part_name = target_entity.GetActionComponentName( target.GetComponentIndex() );
61 if ( attachment && player.GetInventory().CanAddEntityIntoHands( attachment ) && attachment.GetHierarchyRootPlayer() != player )
86 float stackable = item_target.GetTargetQuantityMax();
88 if( stackable == 0 || stackable >= item_target.GetQuantity() )
91 action_data.
m_Player.PredictiveTakeEntityToHands( item_target );
93 else if( stackable != 0 && stackable < item_target.GetQuantity() )
96 item_target.SplitIntoStackMaxHandsClient( action_data.
m_Player );
114 bool heavy_item =
false;
116 if ( target && target.ConfigIsExisting(
"heavyItem") && target.ConfigGetBool(
"heavyItem") )
ref CCIBase m_ConditionItem
ref CCTBase m_ConditionTarget
class ActionTargets ActionTarget
void InitActionComponent()
void SetActionData(ActionData action_data)
override void OnExecuteServer(ActionData action_data)
override void OnActionInfoUpdate(PlayerBase player, ActionTarget target, ItemBase item)
override bool CanContinue(ActionData action_data)
protected void OnExecuteImpl(ActionData action_data)
override bool HasProgress()
override void CreateConditionComponents()
void ActionTakeMaterialToHands()
override void OnExecuteClient(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
override bool IsPlayerInside(PlayerBase player, string selection)
Super root of all classes in Enforce script.
void RefreshAttachmentsToDetach(EntityAI target, string main_part_name)
EntityAI GetActualAttachmentToDetach()
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.