101{
103
105 {
108
110 }
111
113 {
115 }
116
118 {
119 return true;
120 }
121
123 {
124 return false;
125 }
126
128 {
131 }
132
134 {
136 return super.ActionCondition(player, target, item) && player.CanEatAndDrink() && player.CanConsumeFood(dta) && item.CanBeConsumed(dta);
137 }
138
140 {
142
144 {
150
151 player.Consume(consumeData);
152 }
153 }
154
156 {
157 super.OnEndServer(action_data);
158
161 }
162}
163
166{
168 {
169 m_ActionData.m_ActionComponent = new CASingleUseQuantityEdible(UAQuantityConsumed.DEFAULT);
170 }
171}
ref CCIBase m_ConditionItem
ref CCTBase m_ConditionTarget
override void OnEndServer(ActionData action_data)
const int DEFAULT_CONSUMED_QUANTITY
int GetConsumedQuantity()
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
void ActionConsumeSingle()
override void OnExecuteServer(ActionData action_data)
override bool HasProneException()
override void CreateConditionComponents()
override bool HasTarget()
void ActionTarget(Object object, Object parent, int componentIndex, vector cursorHitPos, float utility, string surfaceName="")
override void CreateActionComponent()
override bool SetQuantity(float value, bool destroy_config=true, bool destroy_forced=false, bool allow_client=false, bool clamp_to_stack_max=true)
DayZPlayerConstants
defined in C++