18 if (!targetEntity || (targetEntity && targetEntity.IsManagingArrows() && !targetEntity.IsDamageDestroyed()))
27 if (player.GetInventory().CanAddEntityIntoInventory(arrow))
38 if (!targetEntity || (targetEntity && targetEntity.IsManagingArrows() && !targetEntity.IsDamageDestroyed()))
62 if (
EntityAI.CastTo(targetEntity, action_data.m_Target.GetObject()))
71 if (action_data.m_Player.GetInventory().HasInventoryReservation(targetArrow, il))
86 action_data.m_ReservedInventoryLocations.Insert(il);
95 if (
GetGame().IsDedicatedServer())
107 arrow.GetInventory().GetCurrentInventoryLocation(arrowInventoryLocation);
109 float stackable = arrow.GetTargetQuantityMax(il.
GetSlot());
111 if ( stackable == 0 || stackable >= arrow.GetQuantity() )
113 action_data.m_Player.PredictiveTakeToDst(arrowInventoryLocation, il);
117 arrow.SplitIntoStackMaxToInventoryLocationClient( il );
class ActionTargets ActionTarget
FindInventoryLocationType
flags for searching locations in inventory
void ClearActionJuncture(ActionData action_data)
ref CCIBase m_ConditionItem
void ClearInventoryReservationEx(ActionData action_data)
ref CCTBase m_ConditionTarget
override bool CanBeUsedOnBack()
override void OnExecute(ActionData action_data)
override bool InventoryReservation(ActionData action_data)
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
override Object GetDisplayInteractObject(PlayerBase player, ActionTarget target)
override void CreateConditionComponents()
const int c_InventoryReservationTimeoutMS
reservations
script counterpart to engine's class Inventory
proto native int GetSlot()
returns slot id if current type is Attachment
proto native EntityAI GetItem()
returns item of current inventory location
DayZPlayerConstants
defined in C++
proto native CGame GetGame()