33 if ( !
GetGame().IsMultiplayer() )
36 ItemBase old_item = action_data.m_MainItem;
37 if (old_item.ConfigIsExisting(
"ChangeIntoOnDetach"))
39 string str = old_item.ChangeIntoOnDetach();
43 lambda.SetTransferParams(
true,
true,
true,
false, 1);
44 action_data.m_Player.ServerReplaceItemInHandsWithNew(lambda);
class ActionTargets ActionTarget
ref CCIBase m_ConditionItem
void ClearInventoryReservationEx(ActionData action_data)
ref CCTBase m_ConditionTarget
void ActionSingleUseBase()
override bool ActionConditionContinue(ActionData action_data)
void ActionUnfoldEntity()
override bool HasTarget()
override void OnExecuteServer(ActionData action_data)
override void OnExecuteClient(ActionData action_data)
override void CreateConditionComponents()
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
void UnfoldEntityLambda(EntityAI old_item, string new_item_type, PlayerBase player)
DayZPlayerConstants
defined in C++
proto native CGame GetGame()