DayZ 1.30
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◆ AttachItem()

void ActionAttachOnProxy::AttachItem ( AttachActionData action_data)
inlineprotected

См. определение в файле ActionAttachOnProxy.c строка 63

64 {
65 EntityAI targetEntity = EntityAI.Cast(action_data.m_Target.GetObject());
66 if (targetEntity && CanAttachToProxy(action_data.m_Player, targetEntity, action_data.m_MainItem, action_data.m_Target.GetComponentIndex()))
67 {
68 action_data.m_Player.PredictiveTakeEntityToTargetAttachmentEx(targetEntity, action_data.m_MainItem, action_data.m_AttSlot);
69 return;
70 }
71
72 EntityAI targetParentEntity = EntityAI.Cast(action_data.m_Target.GetParent());
73 if (targetParentEntity && CanAttachToProxy(action_data.m_Player, targetParentEntity, action_data.m_MainItem, action_data.m_Target.GetComponentIndex()))
74 {
75 action_data.m_Player.PredictiveTakeEntityToTargetAttachmentEx(targetParentEntity, action_data.m_MainItem, action_data.m_AttSlot);
76 }
77 }
class LogManager EntityAI
bool CanAttachToProxy(PlayerBase player, EntityAI targetEntity, ItemBase item, int componentIndex=-1)
Определения ActionAttachOnProxy.c:38
PlayerBase m_Player
Определения ActionBase.c:40
ref ActionTarget m_Target
Определения ActionBase.c:39
ItemBase m_MainItem
Определения ActionBase.c:35
int m_AttSlot
Определения ActionAttach.c:3

Перекрестные ссылки CanAttachToProxy(), AttachActionData::m_AttSlot, ActionData::m_MainItem, ActionData::m_Player и ActionData::m_Target.