30 if ( item.GetNumberOfItems() > 0 )
44 if ( action_data.m_MainItem && action_data.m_MainItem.GetHierarchyRootPlayer() == action_data.m_Player )
48 string itemName = action_data.m_MainItem.GetType();
50 results.Insert(
"PlateCarrierBlank");
54 case "PlateCarrierHolster":
55 results.Insert(
"CarrierHolsterSolo");
58 case "PlateCarrierPouches":
59 results.Insert(
"CarrierPouches");
62 case "PlateCarrierComplete":
63 results.Insert(
"CarrierPouches");
64 results.Insert(
"CarrierHolsterSolo");
68 for (
int i = 0; i < results.Count(); i++ )
71 object.SetHealth(
"",
"",action_data.m_MainItem.GetHealth(
"",
""));
73 action_data.m_MainItem.Delete();
74 action_data.m_MainItem = NULL;
class ActionTargets ActionTarget
const int ECE_PLACE_ON_SURFACE
ref CCIBase m_ConditionItem
ref CCTBase m_ConditionTarget
void ActionContinuousBase()
override void CreateConditionComponents()
override bool HasTarget()
override void OnFinishProgressServer(ActionData action_data)
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
void ActionStripCarrierVest()
override void CreateActionComponent()
Super root of all classes in Enforce script.
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.
array< string > TStringArray