18 m_Text =
"#blow_air_into_fireplace";
34 Object target_object = target.GetObject();
37 if ( target_object && target_object.IsFireplace() )
39 if ( fireplace_target.
IsBaseFireplace() || fireplace_target.IsFireplaceIndoor() )
41 if ( !fireplace_target.IsBurning() && fireplace_target.GetTemperature() >= fireplace_target.PARAM_MIN_TEMP_TO_REIGNITE )
56 fireplace_target.StartFire();
ref CCIBase m_ConditionItem
ref CCTBase m_ConditionTarget
void ActionTarget(Object object, Object parent, int componentIndex, vector cursorHitPos, float utility, string surfaceName="")
void ActionContinuousBase()
ref ActionTarget m_Target
override void CreateConditionComponents()
void ActionIgniteFireplaceByAir()
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
override void OnFinishProgressServer(ActionData action_data)
override void CreateActionComponent()
override bool IsBaseFireplace()
const float FIREPLACE_IGNITE
DayZPlayerConstants
defined in C++