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);
51 if (action_data.m_MainItem && action_data.m_MainItem.GetQuantity() <= 0)
52 action_data.m_MainItem.SetQuantity(0);
59 if (target && action_data.m_MainItem)
64 consumeData.
m_Source = action_data.m_MainItem;
65 consumeData.
m_Agents = action_data.m_Player.GetBloodyHandsPenaltyAgents();
67 target.Consume(consumeData);
override void CreateConditionComponents()
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
override void OnEndServer(ActionData action_data)
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="")
override void CreateActionComponent()
DayZPlayerConstants
defined in C++