7 m_Text =
"#STR_RefuelTorch0";
28 torchRag.GetInventory().GetCurrentInventoryLocation(lcn);
31 return torch.GetInventory().GetSlotLock(slotId) && torch.GetRagQuantity() < torchRag.GetQuantityMax() && torch.IsRagDryEnough(rag);
48 int qtyTransfer = torchRag.GetQuantityMax() - torch.GetRagQuantity();
49 qtyTransfer = (
int)
Math.
Clamp(rag.GetQuantity(),0,qtyTransfer);
50 torchRag.AddQuantity(qtyTransfer);
51 rag.AddQuantity(-qtyTransfer);
class ActionTargets ActionTarget
ref CCIBase m_ConditionItem
ref CCTBase m_ConditionTarget
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
override void CreateConditionComponents()
override void OnExecuteServer(ActionData action_data)
void ActionSingleUseBase()
Super root of all classes in Enforce script.
proto native int GetSlot()
returns slot id if current type is Attachment
const int INVALID
Invalid slot (-1)
provides access to slot configuration
DayZPlayerConstants
defined in C++
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.
static proto float Clamp(float value, float min, float max)
Clamps 'value' to 'min' if it is lower than 'min', or to 'max' if it is higher than 'max'.