18 m_Text =
"#STR_CraftBoneKnife0";
29 if( item.GetQuantity() >= 2 )
43 EntityAI knife = action_data.
m_Player.SpawnEntityOnGroundRaycastDispersed(
"BoneKnife");
46 MiscGameplayFunctions.TransferItemProperties(action_data.
m_MainItem, knife);
51 return "BoneKnife_craft";
ref CCIBase m_ConditionItem
ref CCTBase m_ConditionTarget
void ActionTarget(Object object, Object parent, int componentIndex, vector cursorHitPos, float utility, string surfaceName="")
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++