9 EmptiedQuantity = bottle.GetLiquidEmptyRate() * bottle.GetLiquidThroughputCoef();
62 return item.IsLiquidPresent() && item.GetQuantity() > item.GetQuantityMin() && !item.GetIsFrozen();
84 super.OnEndServer(action_data);
96 Param1<bool> play =
new Param1<bool>( enable );
class ActionTargets ActionTarget
ref CCIBase m_ConditionItem
ref CCTBase m_ConditionTarget
void SetCommand(int command_uid)
bool UseAlternativeInterrupt(ActionData action_data)
void ActionContinuousBase()
override void OnEndAnimationLoop(ActionData action_data)
override bool HasAlternativeInterrupt()
override bool UseAlternativeInterrupt(ActionData action_data)
void ActionEmptyBottleBase()
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
override void CreateConditionComponents()
override void OnEndServer(ActionData action_data)
override bool ActionConditionContinue(ActionData action_data)
void SendRPC(ActionData actionData, bool enable)
override void OnStartAnimationLoop(ActionData action_data)
override bool HasTarget()
bool m_RPCStopAlreadySent
override void CreateActionComponent()
override void EndActionComponent()
proto native void RPCSingleParam(Object target, int rpc_type, Param param, bool guaranteed, PlayerIdentity recipient=null)
see CGame.RPC
DayZPlayerConstants
defined in C++
proto native CGame GetGame()