29 return wpn && wpn.CanProcessWeaponEvents() && !player.GetDayZPlayerInventory().IsProcessing();
34 super.Start(action_data);
56 super.OnUpdate(action_data);
60 if (!wpn || action_data.m_Player.GetItemInHands() != wpn || !action_data.m_Player.GetWeaponManager().IsRunning())
74 accepted = super.AddActionJuncture(action_data);
81 Magazine mag = wpn.GetMagazine(wpn.GetCurrentMuzzle());
86 mag.GetInventory().GetCurrentInventoryLocation(magIl);
88 if (!
GetGame().AddInventoryJunctureEx(action_data.m_Player, mag, magIl,
true, 10000))
95 action_data.m_ReservedInventoryLocations.Insert(magIl);
class ActionTargets ActionTarget
proto static native void End()
Finalizes the testing process.
void ClearActionJuncture(ActionData action_data)
override bool CanBeUsedRaised()
override bool ActionConditionContinue(ActionData action_data)
override bool CanBeUsedOnBack()
override float GetProgress(ActionData action_data)
override void Start(ActionData action_data)
override void OnUpdate(ActionData action_data)
override bool CanBePerformedFromInventory()
override int GetStanceMask(PlayerBase player)
override bool AddActionJuncture(ActionData action_data)
override int GetActionCategory()
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
DayZPlayerConstants
defined in C++
proto native CGame GetGame()