24 m_Text =
"#STR_CraftBolt1";
36 return itemInHandsType ==
"ChickenFeather";
44 if (target.GetObject())
45 return (target.GetObject().ClassName() ==
"Ammo_ImprovisedBolt_1");
47 else if (target.GetObject())
81 if (!bolt || !feather)
87 bolt.ServerAcquireCartridge(dmg, type);
108 feather.AddQuantity(-1);
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
private const float TIME_TO_CRAFT
override void CreateActionComponent()
override void OnFinishProgressServer(ActionData action_data)
protected Ammunition_Base m_ResultEntity
override void CreateConditionComponents()
protected bool IsFeatherType(string itemInHandsType)
protected bool m_IsFeatherInHands
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
void ActionCraftBoltsFeather()
override void OnStartServer(ActionData action_data)
ref CABase m_ActionComponent
ref ActionTarget m_Target
protected int m_CommandUID
protected m_CallbackClass
DayZPlayerConstants
defined in C++