10        m_Text = 
"#take_fireplace";
 
 
   15        Object target_object = target.GetObject();
 
   18        if ( target_object && target_object.IsFireplace() )
 
   20            OvenIndoor fireplace_indoor = OvenIndoor.Cast( target_object );
 
   22            if ( fireplace_indoor && !fireplace_indoor.HasAshes() && !fireplace_indoor.IsBurning() && fireplace_indoor.IsCargoEmpty() && !fireplace_indoor.DirectCookingSlotsInUse() )
 
 
   35        Object target_object = action_data.m_Target.GetObject();
 
   36        OvenIndoor fireplace_indoor = OvenIndoor.Cast( target_object );
 
   44            lambda.OverrideNewLocation( targetIL );
 
   45            action_data.m_Player.ServerReplaceItemWithNew( lambda );
 
 
 
   61        super.CopyOldPropertiesToNew( old_item, new_item );
 
   63        MiscGameplayFunctions.TransferInventory(old_item, new_item, 
m_Player);      
 
 
void TakeOvenFromIndoorLambda(EntityAI old_item, string new_item_type, PlayerBase player)
 
void ActionTarget(Object object, Object parent, int componentIndex, vector cursorHitPos, float utility, string surfaceName="")
 
FindInventoryLocationType
flags for searching locations in inventory
 
void ActionInteractBase()
 
override void OnExecuteServer(ActionData action_data)
 
void ActionTakeOvenIndoor()
 
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
 
void CopyOldPropertiesToNew(notnull EntityAI old_item, EntityAI new_item)
Step E. copy properties from old object to the created one.
 
base class for transformation operations (creating one item from another)
 
DayZPlayerConstants
defined in C++