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)
override void CreateConditionComponents()
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
override bool CanBeSetFromInventory()
ActionDisarmExplosiveCB ActionContinuousBaseCB ActionDisarmExplosive()
ActionDisarmExplosiveWithRemoteDetonatorCB ActionDisarmExplosiveCB ActionDisarmExplosiveWithRemoteDetonator()
void ActionTarget(Object object, Object parent, int componentIndex, vector cursorHitPos, float utility, string surfaceName="")
override void CreateActionComponent()
EntityAI GetControlledDevice()
const float DISARM_EXPLOSIVE_REMOTE_PAIRED
DayZPlayerConstants
defined in C++