18 m_SpecialtyWeight = UASoftSkillsWeight.ROUGH_LOW;
21 m_Text =
"#make_garden_plot";
27 if (!
GetGame().IsDedicatedServer())
30 if (player.GetBrokenLegs() ==
eBrokenLegs.BROKEN_LEGS)
36 if (player.IsPlacingLocal())
38 Hologram hologram = player.GetHologramLocal();
65 item_GP.GetCollisionBox(min_max);
66 float offset = min_max[1][1] - min_max[0][1];
68 vector pos_adjusted = item_GP.GetPosition();
69 pos_adjusted[1] = pos_adjusted[1] + offset;
71 if (item_GP.CanBePlaced(player, pos_adjusted) )
108 EntityAI entity_for_placing = action_data.m_MainItem;
109 vector position = action_data.m_Player.GetLocalProjectionPosition();
110 vector orientation = action_data.m_Player.GetLocalProjectionOrientation();
114 m_GardenPlot = GardenPlot.Cast(action_data.m_Player.GetHologramServer().PlaceEntity(entity_for_placing));
116 action_data.m_Player.GetHologramServer().CheckPowerSource();
117 action_data.m_Player.PlacingCompleteServer();
123 if (!
GetGame().IsMultiplayer())
125 m_GardenPlot = GardenPlot.Cast(action_data.m_Player.GetHologramLocal().PlaceEntity(entity_for_placing));
127 action_data.m_Player.PlacingCompleteServer();
128 action_data.m_Player.PlacingCompleteLocal();
134 action_data.m_MainItem.SetIsBeingPlaced(
false);
137 MiscGameplayFunctions.DealEvinronmentAdjustedDmg(action_data.m_MainItem, action_data.m_Player, 10);
PlaceObjectActionReciveData ActionReciveData ActionDeployObject()
void ActionTarget(Object object, Object parent, int componentIndex, vector cursorHitPos, float utility, string surfaceName="")
override void SetupAnimation(ItemBase item)
void ActionDigGardenPlot()
override void OnFinishProgressServer(ActionData action_data)
override void OnFinishProgressClient(ActionData action_data)
override void DropDuringPlacing(PlayerBase player)
void CheckSurfaceBelowGardenPlot(PlayerBase player, GardenPlot item_GP, Hologram hologram)
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
override void CreateActionComponent()
proto native bool ClearJuncture(Man player, notnull EntityAI item)
static bool GetDisableColdAreaPlacementCheck()
Super root of all classes in Enforce script.
void SetIsCollidingGPlot(bool is_colliding_gplot)
vector GetLeftFarProjectionVector()
vector GetRightFarProjectionVector()
vector GetLeftCloseProjectionVector()
vector GetRightCloseProjectionVector()
EntityAI GetProjectionEntity()
DayZPlayerConstants
defined in C++
proto native CGame GetGame()
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.