18 m_Text =
"#blow_air_into_fireplace";
34 Object target_object = target.GetObject();
37 if ( target_object && target_object.IsFireplace() )
41 if ( !fireplace_target.IsBurning() && fireplace_target.GetTemperature() >= fireplace_target.PARAM_MIN_TEMP_TO_REIGNITE )
56 fireplace_target.StartFire();
protected float m_SpecialtyWeight
ref CCIBase m_ConditionItem
ref CCTBase m_ConditionTarget
protected bool m_FullBody
protected int m_StanceMask
class ActionTargets ActionTarget
protected ActionData m_ActionData
ref CABase m_ActionComponent
ref ActionTarget m_Target
override void CreateActionComponent()
override void OnFinishProgressServer(ActionData action_data)
override void CreateConditionComponents()
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
void ActionIgniteFireplaceByAir()
protected int m_CommandUID
protected m_CallbackClass
override bool IsBaseFireplace()
override bool IsFireplaceIndoor()
const float FIREPLACE_IGNITE
DayZPlayerConstants
defined in C++