31 if (!
GetGame().IsDedicatedServer())
36 targetEntity =
EntityAI.Cast(target.GetParent());
40 targetEntity =
EntityAI.Cast(target.GetObject());
47 if (super.SetupAction(player, target, item, action_data, extra_data))
64 if (targetEntity && item)
66 return targetEntity.GetInventory() && targetEntity.GetInventory().CanAddAttachment(item) && !targetEntity.CanUseConstruction());
77 ClearInventoryReservationEx(action_data);
84 ClearInventoryReservationEx(action_data);
93 if (action_data.m_Target.IsProxy())
95 entity =
EntityAI.Cast(action_data.m_Target.GetParent());
99 entity =
EntityAI.Cast(action_data.m_Target.GetObject());
102 if (entity && action_data.m_MainItem)
104 action_data.m_Player.PredictiveTakeEntityToTargetAttachmentEx(entity, action_data.m_MainItem, action_data.
m_AttSlot);
override void CreateConditionComponents()
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
AttachActionData ActionData ActionAttach()
void AttachItem(ActionData action_data)
override bool CanBeSetFromInventory()
override bool SetupAction(PlayerBase player, ActionTarget target, ItemBase item, out ActionData action_data, Param extra_data=NULL)
override void OnExecuteServer(ActionData action_data)
override void OnExecuteClient(ActionData action_data)
override ActionData CreateActionData()
class ActionTargets ActionTarget
FindInventoryLocationType
flags for searching locations in inventory
proto native int GetSlot()
returns slot id if current type is Attachment
Base Param Class with no parameters. Used as general purpose parameter overloaded with Param1 to Para...
DayZPlayerConstants
defined in C++
proto native CGame GetGame()