37 return super.ActionCondition(player, target, item) && player.CanEatAndDrink() && player.CanConsumeFood(dta) && item.CanBeConsumed(dta);
44 if (player && action_data.m_MainItem)
49 consumeData.
m_Source = action_data.m_MainItem;
50 consumeData.
m_Agents = action_data.m_Player.GetBloodyHandsPenaltyAgents();
52 player.Consume(consumeData);
58 super.OnEndServer(action_data);
60 if (action_data.m_MainItem && (action_data.m_MainItem.GetQuantity() <= 0))
61 action_data.m_MainItem.SetQuantity(0);
class ActionTargets ActionTarget
ref CCIBase m_ConditionItem
ref CCTBase m_ConditionTarget
const int DEFAULT_CONSUMED_QUANTITY
override void OnEndServer(ActionData action_data)
override bool HasTarget()
override bool HasProneException()
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
override void OnExecuteServer(ActionData action_data)
void ActionConsumeSingle()
int GetConsumedQuantity()
override void CreateConditionComponents()
void ActionSingleUseBase()
override void CreateActionComponent()
DayZPlayerConstants
defined in C++