32 if (!targetItem || !targetItem.
IsTakeable() || targetItem.IsBeingPlaced() || (targetItem.GetCompEM() && !targetItem.GetCompEM().IsPlugged()) || ( targetItem.GetHierarchyParent() && !
BaseBuildingBase.Cast(targetItem.GetHierarchyParent()) ) || ((targetParent && !targetItem.
CanDetachAttachment(targetParent)) || (targetParent && !targetParent.CanReleaseAttachment(targetItem))))
35 if (targetItem.HasEnergyManager() && targetItem.GetCompEM().IsPlugged())
36 return player.GetInventory().CanAddEntityIntoHands(targetItem);
44 return ent && ent.GetCompEM().GetCordLength() > 0;
49 super.Start(action_data);
53 action_data.m_Player.PlacingStartServer(ntarget);
55 action_data.m_Player.PlacingStartLocal(ntarget);
69 action_data.m_Player.PredictiveTakeEntityToHands(ntarget);
78 action_data.m_Player.PredictiveTakeEntityToHands(ntarget);
88 if (target.IsHeavyBehaviour())
99 action_data.m_Callback = callback;
class ActionTargets ActionTarget
void ClearActionJuncture(ActionData action_data)
void ClearInventoryReservationEx(ActionData action_data)
void InitActionComponent()
void SetActionData(ActionData action_data)
void ActionInteractBase()
override void OnExecuteClient(ActionData action_data)
override bool CanContinue(ActionData action_data)
override void OnExecuteServer(ActionData action_data)
override bool HasProgress()
override bool CanBeUsedOnBack()
ItemBase m_SourceForReplug
DEPRECATED.
override void CreateAndSetupActionCallback(ActionData action_data)
void ActionRepositionPluggedItem()
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
override void Start(ActionData action_data)
GetCallbackClassTypename()
Super root of all classes in Enforce script.
override bool CanDetachAttachment(EntityAI parent)
override bool IsTakeable()
DayZPlayerConstants
defined in C++
proto native CGame GetGame()
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.