29 m_Text =
"#take " + attachment.GetDisplayName();
46 if ( target_entity && target_entity.CanUseConstruction() )
53 string main_part_name = target_entity.GetActionComponentName( target.GetComponentIndex() );
62 if ( attachment && player.GetInventory().CanAddEntityIntoHands( attachment ) && attachment.GetHierarchyRootPlayer() != player )
78 if (
GetGame().IsDedicatedServer())
93 float stackable = item_target.GetTargetQuantityMax();
95 if( stackable == 0 || stackable >= item_target.GetQuantity() )
98 action_data.m_Player.PredictiveTakeEntityToHands( item_target );
100 else if( stackable != 0 && stackable < item_target.GetQuantity() )
103 item_target.SplitIntoStackMaxHandsClient( action_data.m_Player );
113 bool heavy_item =
false;
115 if ( target && target.ConfigIsExisting(
"heavyItem") && target.ConfigGetBool(
"heavyItem") )
137 action_data.m_Callback = callback;
class ActionTargets ActionTarget
void ClearActionJuncture(ActionData action_data)
ref CCIBase m_ConditionItem
ref CCTBase m_ConditionTarget
void InitActionComponent()
void SetActionData(ActionData action_data)
void ActionInteractBase()
void OnExecuteImpl(ActionData action_data)
override bool HasProneException()
override void CreateConditionComponents()
override bool CanContinue(ActionData action_data)
override void CreateAndSetupActionCallback(ActionData action_data)
override bool HasProgress()
override void OnActionInfoUpdate(PlayerBase player, ActionTarget target, ItemBase item)
void ActionTakeMaterialToHands()
override void OnExecute(ActionData action_data)
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
GetCallbackClassTypename()
override bool IsPlayerInside(PlayerBase player, string selection)
Super root of all classes in Enforce script.
EntityAI GetActualAttachmentToDetach()
void RefreshAttachmentsToDetach(EntityAI target, string main_part_name)
DayZPlayerConstants
defined in C++
proto native CGame GetGame()
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.