11 int liquidType = waterCheck.GetLiquidType();
61 liquidType = waterCheck.GetSurfaceLiquidType(target);
63 return liquidType !=
LIQUID_NONE && Liquid.CanFillContainer(item, liquidType);
68 return action_data.m_MainItem.GetQuantity() < action_data.m_MainItem.GetQuantityMax();
87 Object targetObj = actionData.m_Target.GetObject();
89 if (targetObj && (targetObj.IsWell() || targetObj.IsFuelStation()))
119 [
Obsolete(
"CCTWaterSurfaceEx::GetSurfaceLiquidType can be used instead")]
123 if ( target.GetObject() )
125 liquidType = target.GetObject().GetLiquidSourceType();
130 vector hit_pos = target.GetCursorHitPos();
132 if (surfaceType ==
"")
134 if ( hit_pos[1] <=
g_Game.SurfaceGetSeaLevel() + 0.001 )
void ActionTarget(Object object, Object parent, int componentIndex, vector cursorHitPos, float utility, string surfaceName="")
void CCTWaterSurfaceEx(float maximal_target_distance, int allowedLiquidSource)
ref CCIBase m_ConditionItem
ref CCTBase m_ConditionTarget
void ActionContinuousBase()
override bool ActionConditionContinue(ActionData action_data)
int GetLiquidType(PlayerBase player, ActionTarget target, ItemBase item)
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
int GetActionCommandEx(ActionData actionData)
const string ALLOWED_WATER_SURFACES
void ActionFillBottleBase()
int GetStanceMask(PlayerBase player)
void SetupStance(PlayerBase player)
override bool IsLockTargetOnUse()
override void CreateConditionComponents()
override void CreateActionComponent()
proto float SurfaceGetType3D(float x, float y, float z, out string type)
Y input: Maximum Y to trace down from; Returns: Y position the surface was found.
proto int GetLiquidType()
See 'LiquidTypes' in 'constants.c'.
static proto SurfaceInfo GetByName(string name)
DayZPlayerConstants
defined in C++
proto native CGame GetGame()
void Obsolete(string msg="")
const int LIQUID_GROUP_DRINKWATER
const int LIQUID_GASOLINE
const int LIQUID_SALTWATER
class HumanCommandLadder HumanCommandSwim()