34 if (!targetEntity || (targetEntity && targetEntity.IsManagingArrows() && !targetEntity.IsDamageDestroyed()))
41 if (arrow && !arrow.IsSetForDeletion())
43 if (player.GetInventory().CanAddEntityIntoHands(arrow))
54 if (!targetEntity || (targetEntity && targetEntity.IsManagingArrows() && !targetEntity.IsDamageDestroyed()))
78 if (
EntityAI.CastTo(targetEntity, action_data.m_Target.GetObject()))
86 il.
SetHands(action_data.m_Player,targetArrow);
87 if (action_data.m_Player.GetInventory().HasInventoryReservation(targetArrow, il))
102 action_data.m_ReservedInventoryLocations.Insert(il);
111 if (
GetGame().IsDedicatedServer())
122 float stackable = arrow.GetTargetQuantityMax(-1);
124 if (stackable == 0 || stackable >= arrow.GetQuantity())
126 action_data.m_Player.PredictiveTakeEntityToHands(arrow);
130 arrow.SplitIntoStackMaxToInventoryLocationClient(il);
142 if (target.IsHeavyBehaviour())
160 action_data.m_Callback = callback;
class ActionTargets ActionTarget
void ClearActionJuncture(ActionData action_data)
ref CCIBase m_ConditionItem
void ClearInventoryReservationEx(ActionData action_data)
ref CCTBase m_ConditionTarget
void InitActionComponent()
void SetActionData(ActionData action_data)
void ActionInteractBase()
override bool InventoryReservation(ActionData action_data)
override Object GetDisplayInteractObject(PlayerBase player, ActionTarget target)
override void CreateConditionComponents()
override bool CanBeUsedOnBack()
override bool HasProneException()
override void OnExecute(ActionData action_data)
override void CreateAndSetupActionCallback(ActionData action_data)
void ActionTakeArrowToHands()
override bool HasProgress()
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
override bool CanContinue(ActionData action_data)
GetCallbackClassTypename()
Super root of all classes in Enforce script.
const int c_InventoryReservationTimeoutMS
reservations
script counterpart to engine's class Inventory
proto native void SetHands(notnull EntityAI parent, EntityAI e)
sets current inventory location type to Hands
proto native EntityAI GetItem()
returns item of current inventory location
DayZPlayerConstants
defined in C++
proto native CGame GetGame()
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.