14 Object target_object = target.GetObject();
17 if ( target_object && target_object.IsFireplace() )
19 OvenIndoor fireplace_indoor = OvenIndoor.Cast( target_object );
21 if ( fireplace_indoor && !fireplace_indoor.HasAshes() && !fireplace_indoor.IsBurning() && fireplace_indoor.IsCargoEmpty() && !fireplace_indoor.DirectCookingSlotsInUse() )
35 OvenIndoor fireplace_indoor = OvenIndoor.Cast( target_object );
43 lambda.OverrideNewLocation( targetIL );
44 action_data.
m_Player.ServerReplaceItemWithNew( lambda );
60 super.CopyOldPropertiesToNew( old_item, new_item );
62 MiscGameplayFunctions.TransferInventory(old_item, new_item,
m_Player);
protected int m_StanceMask
void TakeOvenFromIndoorLambda(EntityAI old_item, string new_item_type, PlayerBase player)
class ActionTargets ActionTarget
FindInventoryLocationType
flags for searching locations in inventory
ref ActionTarget m_Target
override void OnExecuteServer(ActionData action_data)
void ActionTakeOvenIndoor()
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
protected int m_CommandUID
base class for transformation operations (creating one item from another)
void CopyOldPropertiesToNew(notnull EntityAI old_item, EntityAI new_item)
Step E. copy properties from old object to the created one.
DayZPlayerConstants
defined in C++