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();
44 Object targetObject = action_data.m_Target.GetObject();
46 if ( targetObject != NULL && targetObject.IsInherited(
PlantBase) )
49 Param1<float> nacdata = Param1<float>.Cast( action_data.m_ActionComponent.GetACData() );
50 float water = nacdata.param1;
51 Slot slot = plant.GetSlot();
52 slot.GiveWater( water );
58 Object targetObject = action_data.m_Target.GetObject();
60 if ( targetObject != NULL && targetObject.IsInherited(
PlantBase) )
63 Param1<float> nacdata = Param1<float>.Cast( action_data.m_ActionComponent.GetACData() );
64 float water = nacdata.param1;
65 Slot slot = plant.GetSlot();
66 slot.GiveWater( water );
class ActionTargets ActionTarget
ref CCIBase m_ConditionItem
ref CCTBase m_ConditionTarget
void ActionContinuousBase()
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++