24 m_Text =
"#STR_CraftBolt1";
36 return itemInHandsType ==
"ChickenFeather";
44 if (target.GetObject())
45 return (target.GetObject().ClassName() ==
"Ammo_ImprovisedBolt_1");
47 else if (target.GetObject())
57 super.OnStartServer(action_data);
83 if (!bolt || !feather)
89 bolt.ServerAcquireCartridge(dmg, type);
110 feather.AddQuantity(-1);
ref CCIBase m_ConditionItem
ref CCTBase m_ConditionTarget
void ActionTarget(Object object, Object parent, int componentIndex, vector cursorHitPos, float utility, string surfaceName="")
void ActionContinuousBase()
Ammunition_Base m_ResultEntity
bool IsFeatherType(string itemInHandsType)
override void OnStartServer(ActionData action_data)
override void CreateConditionComponents()
override void OnFinishProgressServer(ActionData action_data)
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
void ActionCraftBoltsFeather()
override void CreateActionComponent()
const float TIME_TO_CRAFT
ref ActionTarget m_Target
DayZPlayerConstants
defined in C++