31 Object targetObject = target.GetObject();
33 if ( targetObject != NULL && targetObject.IsInherited(
PlantBase) && item != NULL && !item.IsDamageDestroyed() )
36 return plant.NeedsWater() && item.GetQuantity() > 0 && !item.GetIsFrozen();
46 if ( targetObject != NULL && targetObject.IsInherited(
PlantBase) )
50 float water = nacdata.param1;
51 Slot slot = plant.GetSlot();
52 slot.GiveWater( water );
60 if ( targetObject != NULL && targetObject.IsInherited(
PlantBase) )
64 float water = nacdata.param1;
65 Slot slot = plant.GetSlot();
66 slot.GiveWater( water );
ref CCIBase m_ConditionItem
ref CCTBase m_ConditionTarget
void ActionTarget(Object object, Object parent, int componentIndex, vector cursorHitPos, float utility, string surfaceName="")
void ActionContinuousBase()
ref ActionTarget m_Target
ref CABase m_ActionComponent
override void OnFinishProgressServer(ActionData action_data)
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
override void CreateConditionComponents()
override void OnFinishProgressClient(ActionData action_data)
const float QUANTITY_USED_PER_SEC
override void CreateActionComponent()
DayZPlayerConstants
defined in C++