35 Object targetObject = target.GetObject();
44 wood.GetMaterialAndQuantityMapEx(item, output_map,
m_HarvestType);
50 if (output_map.Count() > 0)
52 yieldName = MiscGameplayFunctions.GetItemDisplayName(output_map.GetKey(0));
64 m_CallbackClass = ActionMineTreeCB;
80 if (player.GetBrokenLegs() ==
eBrokenLegs.BROKEN_LEGS)
83 Object targetObject = target.GetObject();
85 return targetObject.IsTree() && targetObject.IsCuttable();
protected float m_SpecialtyWeight
ref CCIBase m_ConditionItem
ref CCTBase m_ConditionTarget
protected bool m_FullBody
protected int m_StanceMask
override bool CanContinue(ActionData action_data)
not checking target damage anymore, callback takes care of that
override void CreateConditionComponents()
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
ActionMineBase ActionContinuousBase ActionMineTree()
MineActionData TIME_BETWEEN_MATERIAL_DROPS_DEFAULT
class ActionTargets ActionTarget
void CreateActionComponent()
protected void OnFinishProgressServer(ActionData action_data)
override void OnActionInfoUpdate(PlayerBase player, ActionTarget target, ItemBase item)
override ActionData CreateActionData()
EHarvestType m_HarvestType
string GetYieldName(PlayerBase player, ActionTarget target, ItemBase item)
override bool ActionConditionContinue(ActionData action_data)
bool CanContinue(PlayerBase player, ItemBase item)
EHarvestType m_HarvestType
void GetMaterialAndQuantityMap(ItemBase item, out map< string, int > output_map)
DayZPlayerConstants
defined in C++