128 if ( !tgt_item || !tgt_item.
IsTakeable() || tgt_item.IsBeingPlaced() || (tgt_item.GetCompEM() && !tgt_item.GetCompEM().IsPlugged()) || ( tgt_item.GetHierarchyParent() && !
BaseBuildingBase.Cast(tgt_item.GetHierarchyParent()) ) || ((tgt_parent && !tgt_item.
CanDetachAttachment(tgt_parent)) || (tgt_parent && !tgt_parent.CanReleaseAttachment(tgt_item))) )
131 if ( tgt_item.HasEnergyManager() && tgt_item.GetCompEM().IsPlugged() )
133 return player.GetInventory().CanAddEntityIntoHands(tgt_item);
146 super.Start( action_data );
148 action_data.
m_Player.TogglePlacingLocal(ntarget);
160 action_data.
m_Player.PredictiveTakeEntityToHands( ntarget );
169 action_data.
m_Player.PredictiveTakeEntityToHands( ntarget );
180 if (target.IsHeavyBehaviour())
void ClearInventoryReservationEx(ActionData action_data)
protected int m_StanceMask
class ActionTargets ActionTarget
void InitActionComponent()
void SetActionData(ActionData action_data)
ref ActionTarget m_Target
override bool CanBeUsedOnBack()
override void OnExecuteServer(ActionData action_data)
override void Start(ActionData action_data)
override bool CanContinue(ActionData action_data)
override bool HasProgress()
override void OnExecuteClient(ActionData action_data)
void ActionRepositionPluggedItem()
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
override void CreateAndSetupActionCallback(ActionData action_data)
protected ItemBase m_SourceForReplug
protected GetCallbackClassTypename()
protected int m_CommandUID
protected m_CallbackClass
Super root of all classes in Enforce script.
override bool IsTakeable()
override bool CanDetachAttachment(EntityAI parent)
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.