13 if ( !
GetGame().IsDedicatedServer() )
14 return item.
CanBePlaced( player, player.GetPosition() );
28 return GetGame().
IsClient() || action_data.m_MainItem.CanBePlaced( action_data.m_Player, action_data.m_Player.GetPosition() );
class ActionTargets ActionTarget
ref CCIBase m_ConditionItem
void ClearInventoryReservationEx(ActionData action_data)
ref CCTBase m_ConditionTarget
override void CreateConditionComponents()
void ActionDeployHuntingTrap()
override bool ActionConditionContinue(ActionData action_data)
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
override void MoveEntityToFinalPosition(ActionData action_data, vector position, vector orientation)
proto native bool IsClient()
override bool CanBePlaced(Man player, vector position)
DayZPlayerConstants
defined in C++
proto native CGame GetGame()