41 if (item && item.IsHeavyBehaviour())
44 return player.CanEatAndDrink();
49 super.OnStart(action_data);
51 action_data.
m_Player.TryHideItemInHands(
true);
56 action_data.
m_Player.TryHideItemInHands(
false);
70 action_data.
m_Player.SetBloodyHandsPenalty();
76 super.WriteToContext(ctx, action_data);
89 super.ReadFromContext(ctx, action_recive_data);
94 if (!ctx.
Read(cursorPosition))
97 action_recive_data.m_Target.SetCursorHitPos(cursorPosition);
void CreateConditionComponents()
ref CCIBase m_ConditionItem
ref CCTBase m_ConditionTarget
protected bool m_FullBody
protected int m_StanceMask
void ActionDrinkPondContinuous()
ActionDrinkPondContinuousCB WATER_DRANK_PER_SEC
protected const string ALLOWED_WATER_SURFACES
class ActionTargets ActionTarget
void ReadFromContext(ParamsReadContext ctx)
void WriteToContext(ParamsWriteContext ctx)
protected ActionData m_ActionData
protected void OnFinishProgressServer(ActionData action_data)
protected void OnEndAnimationLoopServer(ActionData action_data)
ref CABase m_ActionComponent
ref ActionTarget m_Target
override void CreateActionComponent()
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
provides access to slot configuration
Serialization general interface. Serializer API works with:
proto bool Write(void value_out)
proto bool Read(void value_in)
DayZPlayerConstants
defined in C++
static proto string Format(string fmt, void param1=NULL, void param2=NULL, void param3=NULL, void param4=NULL, void param5=NULL, void param6=NULL, void param7=NULL, void param8=NULL, void param9=NULL)
Gets n-th character from string.