19 Object target_object = target.GetObject();
25 if ( fireplace_barrel.IsOpen() && fireplace_barrel.GetInventory().AttachmentCount() == 0 && fireplace_barrel.IsCargoEmpty() )
40 action_data.
m_Player.ServerReplaceItemInHandsWithNewElsewhere(lambda);
protected float m_SpecialtyWeight
ref CCIBase m_ConditionItem
ref CCTBase m_ConditionTarget
protected int m_StanceMask
class ActionTargets ActionTarget
ref ActionTarget m_Target
override void OnExecuteServer(ActionData action_data)
override void CreateConditionComponents()
void ActionPlaceFireplaceIntoBarrel()
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
protected int m_CommandUID
this one is a also bit special: it moves all items to already existing item and destroys the ex-root ...
DayZPlayerConstants
defined in C++