18        m_Text = 
"#put_on_targets_head";
 
 
   47            action_data.m_Player.ServerReplaceItemInHandsWithNewElsewhere(lambda);
 
 
   53        if ( player.GetInventory().FindAttachment(
InventorySlots.HEADGEAR) )
 
 
 
   71        OverrideNewLocation(targetAtt);
 
 
 
void ActionTarget(Object object, Object parent, int componentIndex, vector cursorHitPos, float utility, string surfaceName="")
 
ref CCIBase m_ConditionItem
 
bool CanReceiveAction(ActionTarget target)
 
ref CCTBase m_ConditionTarget
 
void ActionContinuousBase()
 
override void CreateConditionComponents()
 
override void OnFinishProgressServer(ActionData action_data)
 
bool IsWearingHeadgear(PlayerBase player)
 
void ActionCoverHeadTarget()
 
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
 
override void CreateActionComponent()
 
Super root of all classes in Enforce script.
 
PlayerBase m_TargetPlayer
 
void CoverHeadOfTargetPlayerLambda(EntityAI old_item, string new_item_type, PlayerBase player)
 
proto native void SetAttachment(notnull EntityAI parent, EntityAI e, int slotId)
sets current inventory location type to Attachment with slot id set to <slotId>
 
provides access to slot configuration
 
DayZPlayerConstants
defined in C++
 
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.