18 m_Text =
"#STR_CraftBoneKnife0";
29 if( item.GetQuantity() >= 2 )
43 EntityAI knife = action_data.m_Player.SpawnEntityOnGroundRaycastDispersed(
"BoneKnife");
44 action_data.m_MainItem.AddQuantity(-2);
46 MiscGameplayFunctions.TransferItemProperties(action_data.m_MainItem, knife);
51 return "BoneKnife_craft";
class ActionTargets ActionTarget
ref CCIBase m_ConditionItem
ref CCTBase m_ConditionTarget
void ActionContinuousBase()
override string GetSoundCategory(ActionData action_data)
override bool HasTarget()
override void CreateConditionComponents()
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
void ActionCraftBoneKnife()
override void OnFinishProgressServer(ActionData action_data)
override void CreateActionComponent()
const float DEFAULT_CRAFT
DayZPlayerConstants
defined in C++