36 if (!super.ActionCondition(player, target, item))
39 if (item.GetQuantity() <= item.GetQuantityMin())
44 return targetPlayer && targetPlayer.CanEatAndDrink() && targetPlayer.CanConsumeFood(dta) && item.CanBeConsumed(dta);
49 super.OnEndServer(action_data);
67 target.Consume(consumeData);
void OnEndServer(ActionData action_data)
void CreateConditionComponents()
ref CCIBase m_ConditionItem
ref CCTBase m_ConditionTarget
bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
const int DEFAULT_CONSUMED_QUANTITY
int GetConsumedQuantity()
override void OnExecuteServer(ActionData action_data)
void ActionForceConsumeSingle()
void ActionTarget(Object object, Object parent, int componentIndex, vector cursorHitPos, float utility, string surfaceName="")
ref ActionTarget m_Target
override void CreateActionComponent()
override bool SetQuantity(float value, bool destroy_config=true, bool destroy_forced=false, bool allow_client=false, bool clamp_to_stack_max=true)
DayZPlayerConstants
defined in C++