85{
87
89 {
92
94 }
95
97 {
99 }
100
102 {
103 return true;
104 }
105
107 {
108 return false;
109 }
110
112 {
115 }
116
118 {
120 return super.ActionCondition(player, target, item) && player.CanEatAndDrink() && player.CanConsumeFood(dta) && item.CanBeConsumed(dta);
121 }
122
124 {
126
128 {
134
135 player.Consume(consumeData);
136 }
137 }
138
140 {
141 super.OnEndServer(action_data);
142
145 }
146}
147
150{
152 {
153 m_ActionData.m_ActionComponent = new CASingleUseQuantityEdible(UAQuantityConsumed.DEFAULT);
154 }
155}
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++