90{
92
94 {
97
99 }
100
102 {
104 }
105
107 {
108 return true;
109 }
110
112 {
113 return false;
114 }
115
117 {
120 }
121
123 {
125 return super.ActionCondition(player, target, item) && player.CanEatAndDrink() && player.CanConsumeFood(dta) && item.CanBeConsumed(dta);
126 }
127
129 {
131
133 {
139
140 player.Consume(consumeData);
141 }
142 }
143
145 {
146 super.OnEndServer(action_data);
147
150 }
151}
152
155{
157 {
158 m_ActionData.m_ActionComponent = new CASingleUseQuantityEdible(UAQuantityConsumed.DEFAULT);
159 }
160}
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++