31 if (!super.ActionCondition( player, target, item ))
36 if ( player.GetWeaponManager().CanEjectBullet(wpn))
44 if( player.GetWeaponManager().CanEjectBulletVerified() )
48 player.GetWeaponManager().SetEjectBulletTryTimestamp();
56 super.Start( action_data );
58 action_data.m_Player.GetWeaponManager().EjectBulletVerified(
this );
class ActionTargets ActionTarget
ref CCIBase m_ConditionItem
ref CCTBase m_ConditionTarget
void FirearmActionLoadBulletQuick()
override bool HasProgress()
override void CreateConditionComponents()
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
override void Start(ActionData action_data)
override bool HasTarget()
proto native CGame GetGame()