509 {
512 }
513
516 {
518 }
519
522 {
523 if (item)
524 return;
525
526 BuildPartActionData buildData;
528 {
531 ConstructionPart part = construction.GetConstructionPart(buildData.m_PartType);
533
534 if (animOverrideID >= 0)
535 m_CommandUID = animOverrideID;
536 else
538 }
539 }
540}
541
542
ConstructionPart GetTargetPart(ConstructionActionData cad)
Does not work on server, since variants are not updated there (invoker does not invoke)
ActionBuildPart ActionContinuousBase ActionBuildPartHandsGeneric()
void SetBuildingAnimationEx(PlayerBase player, ActionTarget target, ItemBase item, ActionData action_data, Param extra_data=NULL)
here we base anims on targeted part
void ActionTarget(Object object, Object parent, int componentIndex, vector cursorHitPos, float utility, string surfaceName="")
void ConstructionBase(EntityAI parent)
ref ActionTarget m_Target
Super root of all classes in Enforce script.
ConstructionPart GetBuildPartHandsGenericAtIndex(int idx)
int GetHandBuildFBAnimOverride()
Instanced construction part data classes for dynamic data, statics now stored on EntityType level in ...
Base Param Class with no parameters. Used as general purpose parameter overloaded with Param1 to Para...
DayZPlayerConstants
defined in C++
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.