95{
97
99 {
102
104 }
105
107 {
109 }
110
112 {
113 return true;
114 }
115
117 {
118 return false;
119 }
120
122 {
125 }
126
128 {
130 return super.ActionCondition(player, target, item) && player.CanEatAndDrink() && player.CanConsumeFood(dta) && item.CanBeConsumed(dta);
131 }
132
134 {
136
138 {
144
145 player.Consume(consumeData);
146 }
147 }
148
150 {
151 super.OnEndServer(action_data);
152
155 }
156}
157
160{
162 {
163 m_ActionData.m_ActionComponent = new CASingleUseQuantityEdible(UAQuantityConsumed.DEFAULT);
164 }
165}
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++