15 if (
Class.
CastTo(attachment, target.GetInventory().FindAttachment(
InventorySlots.HEADGEAR)) && attachment.GetType() ==
"BurlapSackCover")
18 if (!source.GetHumanInventory().GetEntityInHands())
24 if (!
Class.
CastTo(new_item,source.GetInventory().CreateInInventory(
"BurlapSack")))
27 source.GetTransformWS(m4);
36 MiscGameplayFunctions.TransferItemProperties(attachment,new_item,
true,
false,
true);
52 m_Text =
"#uncover_head";
58 m_ConditionTarget =
new CCTNone;
76 UncoverHead(action_data.m_Player, action_data.m_Player);
84 if ( attachment && attachment.IsInherited(BurlapSackCover) )
class ActionTargets ActionTarget
bool IsWearingBurlap(PlayerBase player)
ActionUncoverHeadBase ActionContinuousBase ActionUncoverHeadSelf()
override void CreateConditionComponents()
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
override bool HasTarget()
const int ECE_IN_INVENTORY
void ActionContinuousBase()
void OnFinishProgressServer(ActionData action_data)
void UncoverHead(PlayerBase target, PlayerBase source)
override void CreateActionComponent()
Super root of all classes in Enforce script.
static proto native EntityAI LocationCreateEntity(notnull InventoryLocation inv_loc, string type, int iSetupFlags, int iRotation)
creates new item directly at location
script counterpart to engine's class Inventory
proto native EntityAI CreateInHands(string typeName)
creates new entity in hands
inventory for plain man/human
proto native void SetGround(EntityAI e, vector mat[4])
sets current inventory location type to Ground with transformation mat
provides access to slot configuration
DayZPlayerConstants
defined in C++
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.