40 if (explosive.IsRuined() || !explosive.GetArmed() || !explosive.CanBeDisarmed())
53 if (controlledDevice && !controlledDevice.IsRuined() && controlledDevice.GetArmed())
65 explosive.OnBeforeDisarm();
71 explosive.SetTakeable(
true);
77 MiscGameplayFunctions.TurnItemIntoItemEx(action_data.
m_Player, lambda);
79 action_data.
m_Player.GetItemAccessor().OnItemInHandsChanged();
override void OnFinishProgressServer(ActionData action_data)
bool CanBeSetFromInventory()
void CreateConditionComponents()
ref CCIBase m_ConditionItem
ref CCTBase m_ConditionTarget
bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
ActionDisarmExplosiveCB ActionContinuousBaseCB ActionDisarmExplosive()
ActionDisarmExplosiveWithRemoteDetonatorCB ActionDisarmExplosiveCB ActionDisarmExplosiveWithRemoteDetonator()
void ActionTarget(Object object, Object parent, int componentIndex, vector cursorHitPos, float utility, string surfaceName="")
ref ActionTarget m_Target
override void CreateActionComponent()
EntityAI GetControlledDevice()
const float DISARM_EXPLOSIVE_REMOTE_PAIRED
DayZPlayerConstants
defined in C++