21 m_Text =
"#STR_CraftImprovisedHeadCover";
32 if( item.GetQuantity() >= 2 )
46 EntityAI item_ingredient = action_data.m_MainItem;
47 EntityAI cover = action_data.m_Player.SpawnEntityOnGroundRaycastDispersed(
"HeadCover_Improvised");
48 action_data.m_MainItem.AddQuantity(-2);
50 MiscGameplayFunctions.TransferItemProperties(item_ingredient, cover);
55 return "ImprovisedCloth_craft";
class ActionTargets ActionTarget
ref CCIBase m_ConditionItem
ref CCTBase m_ConditionTarget
void ActionContinuousBase()
override string GetSoundCategory(ActionData action_data)
void ActionCraftImprovisedHeadCover()
override void OnFinishProgressServer(ActionData action_data)
override bool HasTarget()
override void CreateConditionComponents()
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
const float TIME_TO_CRAFT_CLOTHES
override void CreateActionComponent()
DayZPlayerConstants
defined in C++