28 if (!targetEntity || (targetEntity && targetEntity.IsManagingArrows() && !targetEntity.IsDamageDestroyed()))
37 if (player.GetInventory().CanAddEntityIntoInventory(arrow))
48 if (!targetEntity || (targetEntity && targetEntity.IsManagingArrows() && !targetEntity.IsDamageDestroyed()))
81 if (action_data.
m_Player.GetInventory().HasInventoryReservation(targetArrow, il))
150 arrow.GetInventory().GetCurrentInventoryLocation(arrowInventoryLocation);
152 float stackable = arrow.GetTargetQuantityMax(il.
GetSlot());
154 if ( stackable == 0 || stackable >= arrow.GetQuantity() )
156 action_data.
m_Player.PredictiveTakeToDst(arrowInventoryLocation, il);
160 arrow.SplitIntoStackMaxToInventoryLocationClient( il );
197 arrow.GetInventory().GetCurrentInventoryLocation(arrowInventoryLocation);
202 targetEntity.RemoveChild(arrow);
209 action_data.
m_Player.PredictiveTakeToDst(arrowInventoryLocation, il);
ref CCIBase m_ConditionItem
ref CCTBase m_ConditionTarget
class ActionTargets ActionTarget
FindInventoryLocationType
flags for searching locations in inventory
ref array< ref InventoryLocation > m_ReservedInventoryLocations
ref ActionTarget m_Target
override bool CanBeUsedOnBack()
override void OnExecuteServer(ActionData action_data)
override void CreateConditionComponents()
override bool InventoryReservation(ActionData action_data)
override void OnExecuteClient(ActionData action_data)
override Object GetDisplayInteractObject(PlayerBase player, ActionTarget target)
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
protected int m_CommandUID
script counterpart to engine's class Inventory
const int c_InventoryReservationTimeoutMS
reservations
proto native EntityAI GetItem()
returns item of current inventory location
proto native int GetSlot()
returns slot id if current type is Attachment
DayZPlayerConstants
defined in C++
proto native CGame GetGame()