31 if (!
g_Game.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();
74 if (
g_Game.IsMultiplayer())
AttachActionData ActionData ActionAttach()
void AttachItem(ActionData action_data)
ActionData CreateActionData()
bool CanBeSetFromInventory()
void CreateConditionComponents()
ref CCIBase m_ConditionItem
ref CCTBase m_ConditionTarget
bool SetupAction(PlayerBase player, ActionTarget target, ItemBase item, out ActionData action_data, Param extra_data=NULL)
void ClearInventoryReservationEx(ActionData action_data)
void ClearActionJuncture(ActionData action_data)
bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
override void OnExecuteServer(ActionData action_data)
override void OnExecuteClient(ActionData action_data)
void ActionTarget(Object object, Object parent, int componentIndex, vector cursorHitPos, float utility, string surfaceName="")
FindInventoryLocationType
flags for searching locations in inventory
ref ActionTarget m_Target
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++