18 if ( player && target_entity && item )
20 if ( target_entity.IsStaticTransmitter() && target_entity.GetInventory().AttachmentCount() == 0 )
36 if ( target_entity.GetInventory().FindFirstFreeLocationForNewEntity( item_entity.GetType(),
FindInventoryLocationType.ATTACHMENT, target_location ) )
38 action_data.
m_Player.PredictiveTakeEntityToTargetAttachmentEx( target_entity, item_entity, target_location.
GetSlot() );
50 if (
g_Game.IsMultiplayer())
ref CCIBase m_ConditionItem
ref CCTBase m_ConditionTarget
void ClearInventoryReservationEx(ActionData action_data)
void ClearActionJuncture(ActionData action_data)
void ActionTarget(Object object, Object parent, int componentIndex, vector cursorHitPos, float utility, string surfaceName="")
FindInventoryLocationType
flags for searching locations in inventory
override void OnExecuteClient(ActionData action_data)
override void OnExecuteServer(ActionData action_data)
override void CreateConditionComponents()
void OnExecuteImpl(ActionData action_data)
void ActionAttachPowerSourceToPanel()
override void OnEndClient(ActionData action_data)
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
ref ActionTarget m_Target
void ActionSingleUseBase()
proto native int GetSlot()
returns slot id if current type is Attachment