38 if (!targetItem.
IsTakeable() || targetItem.IsBeingPlaced() || targetItem.IsSetForDeletion() || ( targetItem.GetHierarchyParent() && !
BaseBuildingBase.Cast(targetParent) ) || ((targetParent && !targetItem.
CanDetachAttachment(targetParent)) || (targetParent && !targetParent.CanReleaseAttachment(targetItem))))
41 return player.GetInventory().CanAddEntityIntoHands(targetItem);
57 float stackable = ntarget.GetTargetQuantityMax(-1);
59 if (stackable == 0 || stackable >= ntarget.GetQuantity())
61 action_data.
m_Player.PredictiveTakeEntityToHands(ntarget);
67 ntarget.SplitIntoStackMaxToInventoryLocationClient(il);
79 if (target.IsHeavyBehaviour())
114 if (!targetItem || !targetItem.
IsTakeable() || targetItem.IsBeingPlaced())
117 return player.GetInventory().CanSwapEntitiesEx(targetItem,item);
138 if (target.IsHeavyBehaviour())
154 super.Start(action_data);
156 bool b1 = action_data.
m_MainItem.ConfigGetString(
"physLayer") ==
"item_large";
157 action_data.
m_MainItem.m_ThrowItemOnDrop = b1;
162 action_data.
m_Player.GetActionManager().Interrupt();
218 if (action_data.
m_Player.NeedInventoryJunctureFromServer(ntarget, ntarget.GetHierarchyParent(), action_data.
m_Player))
221 action_data.
m_Player.TakeEntityToHandsImpl(invMode, ntarget);
ref CCIBase m_ConditionItem
ref CCTBase m_ConditionTarget
void ClearInventoryReservationEx(ActionData action_data)
override void OnExecuteServer(ActionData action_data)
override void OnEndServer(ActionData action_data)
ActionTakeItemToHands m_Executable
override void OnExecuteClient(ActionData action_data)
override void OnEndClient(ActionData action_data)
void PerformSwap(ActionData action_data)
class ActionTargets ActionTarget
void Start()
Plays all elements this effects consists of.
override bool IsHeavyBehaviour()
void InitActionComponent()
void SetActionData(ActionData action_data)
ref ActionTarget m_Target
override bool MainItemAlwaysInHands()
override bool UseMainItem()
override bool CanBeUsedOnBack()
override bool CanContinue(ActionData action_data)
void ActionTakeItemToHands()
override bool HasProgress()
override void CreateConditionComponents()
override void OnExecute(ActionData action_data)
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
override void CreateAndSetupActionCallback(ActionData action_data)
override bool HasProneException()
protected int m_CommandUIDProne
protected GetCallbackClassTypename()
protected int m_CommandUID
Super root of all classes in Enforce script.
proto native void SetHands(notnull EntityAI parent, EntityAI e)
sets current inventory location type to Hands
override bool IsTakeable()
override bool CanDetachAttachment(EntityAI parent)
DayZPlayerConstants
defined in C++
proto native CGame GetGame()
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.