22 if (!super.ActionCondition(player, target, item))
26 return player.CanEatAndDrink() && player.CanConsumeFood(dta) && item.CanBeConsumed(dta);
47 super.OnEndServer(action_data);
49 ItemBase item = action_data.m_MainItem;
51 if (item && item.GetQuantity() <= 0.01)
59 PluginTransmissionAgents plugin = PluginTransmissionAgents.Cast(
GetPlugin(PluginTransmissionAgents));
class ActionTargets ActionTarget
PluginBase GetPlugin(typename plugin_type)
ref CCIBase m_ConditionItem
ref CCTBase m_ConditionTarget
override void OnEndServer(ActionData action_data)
override bool HasTarget()
override bool HasProneException()
override void CreateConditionComponents()
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
override void CreateActionComponent()
void ActionContinuousBase()
override float GetProgress(ActionData action_data)
override bool SetQuantity(float value, bool destroy_config=true, bool destroy_forced=false, bool allow_client=false, bool clamp_to_stack_max=true)
DayZPlayerConstants
defined in C++
const int AGT_UACTION_TO_ITEM