37 if (player.IsInWater())
return false;
62 float wetness = action_data.m_MainItem.GetWet();
79 action_data.m_MainItem.SetWet(wet_change);
class ActionTargets ActionTarget
ref CCIBase m_ConditionItem
ref CCTBase m_ConditionTarget
void ActionContinuousBase()
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
void ActionWringClothes()
override void CreateConditionComponents()
override void OnFinishProgressServer(ActionData action_data)
override bool HasTarget()
override void CreateActionComponent()
const float QUANTITY_WRINGLED_PER_SECOND
DayZPlayerConstants
defined in C++
const float STATE_SOAKING_WET
const float STATE_DRENCHED
static proto float RandomFloat(float min, float max)
Returns a random float number between and min[inclusive] and max[exclusive].