5 super.CreateActionComponent();
105 if (action_data.
m_Player.IsPlacingServer())
106 action_data.
m_Player.PlacingCancelServer();
112 action_data.
m_Player.ServerDropEntity(action_data.
m_Player.GetItemInHands());
122 action_data.
m_Player.PhysicalPredictiveDropItem(action_data.
m_Player.GetItemInHands());
bool ActionConditionContinue(ActionData action_data)
void CreateConditionComponents()
ref CCIBase m_ConditionItem
ref CCTBase m_ConditionTarget
void ClearInventoryReservationEx(ActionData action_data)
bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
bool CanBePerformedWhileChangingStance()
Condition used in PlayerBase::CanChangeStance to check if stance can be changed while action is perfo...
DetachActionData m_ItemName
override void OnExecuteServer(ActionData action_data)
void PhysicalDropItem(ActionData action_data)
void ActionTarget(Object object, Object parent, int componentIndex, vector cursorHitPos, float utility, string surfaceName="")
void SetCommand(int command_uid)
override void EndActionComponent()
override void CreateActionComponent()
proto native bool IsStandingFromBack()
return true if prone on back is chaning to crounch/stand
proto native bool IsChangingStance()
returns true if character is changing stance
DayZPlayerConstants
defined in C++
proto native void EnableCancelCondition(bool pEnable)