44 return super.ActionCondition(player, target, item) && player.CanEatAndDrink();
61 action_data.
m_Player.SetBloodyHandsPenalty();
ref CCIBase m_ConditionItem
ref CCTBase m_ConditionTarget
class ActionTargets ActionTarget
protected ActionData m_ActionData
override void CreateActionComponent()
override void OnExecuteServer(ActionData action_data)
override void OnEndServer(ActionData action_data)
const int DEFAULT_CONSUMED_QUANTITY
override void CreateConditionComponents()
int GetConsumedQuantity()
void ActionConsumeSingle()
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
override bool HasTarget()
override bool HasProneException()
ref CABase m_ActionComponent
override float GetProgress(ActionData action_data)
protected int m_CommandUIDProne
protected int m_CommandUID
provides access to slot configuration
DayZPlayerConstants
defined in C++