18 m_Text =
"#put_on_targets_head";
49 action_data.
m_Player.ServerReplaceItemInHandsWithNewElsewhere(lambda);
72 if ( player.GetInventory().FindAttachment(
InventorySlots.HEADGEAR) )
90 OverrideNewLocation(targetAtt);
95 super.OnSuccess(new_item);
protected float m_SpecialtyWeight
ref CCIBase m_ConditionItem
ref CCTBase m_ConditionTarget
bool CanReceiveAction(ActionTarget target)
protected int m_StanceMask
class ActionTargets ActionTarget
protected ActionData m_ActionData
override void CreateActionComponent()
override void OnFinishProgressServer(ActionData action_data)
void ActionCoverHeadTarget()
bool IsWearingHeadgear(PlayerBase player)
override void CreateConditionComponents()
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
ref CABase m_ActionComponent
ref ActionTarget m_Target
protected int m_CommandUID
protected m_CallbackClass
Super root of all classes in Enforce script.
PlayerBase m_TargetPlayer
void CoverHeadOfTargetPlayerLambda(EntityAI old_item, string new_item_type, PlayerBase player)
override void OnSuccess(EntityAI entity)
proto native void SetAttachment(notnull EntityAI parent, EntityAI e, int slotId)
sets current inventory location type to Attachment with slot id set to <slotId>
provides access to slot configuration
DayZPlayerConstants
defined in C++
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.