18 m_Text =
"#STR_CraftImprovisedEyePatch";
39 EntityAI item_ingredient = action_data.m_MainItem;
40 EntityAI cover = action_data.m_Player.SpawnEntityOnGroundRaycastDispersed(
"EyePatch_Improvised");
41 action_data.m_MainItem.AddQuantity(-1);
43 MiscGameplayFunctions.TransferItemProperties(item_ingredient, cover);
48 return "ImprovisedCloth_craft";
class ActionTargets ActionTarget
ref CCIBase m_ConditionItem
ref CCTBase m_ConditionTarget
void ActionContinuousBase()
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
override void OnFinishProgressServer(ActionData action_data)
override void CreateConditionComponents()
override string GetSoundCategory(ActionData action_data)
override bool HasTarget()
void ActionCraftImprovisedEyePatch()
override void CreateActionComponent()
const float DEFAULT_REPAIR_CYCLE
DayZPlayerConstants
defined in C++