10 super.InitActionComponent();
24 m_Text =
"#STR_ArmExplosive";
46 if (target.GetParent())
52 if (tgt_item && tgt_item.IsBeingPlaced())
59 return explosive && !explosive.GetArmed();
69 position = position + (action_data.
m_Player.GetDirection() * 0.5);
71 explosive.OnPlacementComplete(action_data.
m_Player, position, orientation);
protected float m_SpecialtyWeight
ref CCIBase m_ConditionItem
ref CCTBase m_ConditionTarget
protected bool m_FullBody
class ActionTargets ActionTarget
class DayZCreatureAnimInterface RegisterAnimationEvent(string event_name, string function_name)
override void InitActionComponent()
override void CreateActionComponent()
override void OnFinishProgressServer(ActionData action_data)
override bool HasProgress()
override void CreateConditionComponents()
void ActionArmExplosive()
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
protected ActionData m_ActionData
ref CABase m_ActionComponent
ref ActionTarget m_Target
protected int m_CommandUID
protected m_CallbackClass
const float EXPLOSIVE_ARM
DayZPlayerConstants
defined in C++