5 super.CreateActionComponent();
39 m_Text =
"#drop_item";
44 m_ConditionItem =
new CCINone();
45 m_ConditionTarget =
new CCTNone();
84 return player && item;
89 if (action_data.m_Player.IsPlacingServer())
90 action_data.m_Player.PlacingCancelServer();
92 ClearInventoryReservationEx(action_data);
96 action_data.m_Player.ServerDropEntity(action_data.m_Player.GetItemInHands());
106 action_data.m_Player.PhysicalPredictiveDropItem(action_data.m_Player.GetItemInHands());
override void CreateConditionComponents()
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
override bool ActionConditionContinue(ActionData action_data)
DetachActionData m_ItemName
override bool HasProneException()
override void OnExecuteServer(ActionData action_data)
void PhysicalDropItem(ActionData action_data)
override bool CanBeUsedThrowing()
override bool UseAcknowledgment()
class ActionTargets ActionTarget
void SetCommand(int command_uid)
override void EndActionComponent()
override void CreateActionComponent()
proto native bool IsChangingStance()
returns true if character is changing stance
DayZPlayerConstants
defined in C++
proto native void EnableCancelCondition(bool pEnable)