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)
class ActionTargets ActionTarget
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++