5 m_Name =
"#STR_sawoffbarrel0";
56 GameInventory ingredientInventory = oldIngredient.GetInventory();
65 MiscGameplayFunctions.TurnItemIntoItemEx(player,
new TurnItemIntoItemLambda(ingredients[0],
"SawedoffMagnum", player));
float m_IngredientAddHealth[MAX_NUMBER_OF_INGREDIENTS]
float m_IngredientSetHealth[MAX_NUMBER_OF_INGREDIENTS]
float m_MinDamageIngredient[MAX_NUMBER_OF_INGREDIENTS]
float m_MaxQuantityIngredient[MAX_NUMBER_OF_INGREDIENTS]
void InsertIngredient(int index, string ingredient, DayZPlayerConstants uid=BASE_CRAFT_ANIMATION_ID, bool showItem=false)
float m_MaxDamageIngredient[MAX_NUMBER_OF_INGREDIENTS]
float m_IngredientAddQuantity[MAX_NUMBER_OF_INGREDIENTS]
float m_MinQuantityIngredient[MAX_NUMBER_OF_INGREDIENTS]
bool m_IngredientDestroy[MAX_NUMBER_OF_INGREDIENTS]
Super root of all classes in Enforce script.
proto native EntityAI FindAttachmentByName(string slotName)
Returns attached entity in slot (you can use EntityAI.GetActionComponentName to get slot id)
script counterpart to engine's class Inventory
override bool CanDo(ItemBase ingredients[], PlayerBase player)
override void Do(ItemBase ingredients[], PlayerBase player, array< ItemBase > results, float specialty_weight)
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
DayZPlayerConstants
defined in C++
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.