20 m_Text =
"#STR_CraftImprovisedHandsCover";
31 if( item.GetQuantity() >= 2 )
46 EntityAI cover = action_data.
m_Player.SpawnEntityOnGroundRaycastDispersed(
"HandsCover_Improvised");
49 MiscGameplayFunctions.TransferItemProperties(item_ingredient, cover);
54 return "ImprovisedCloth_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 void CreateConditionComponents()
void ActionCraftImprovisedHandsCover()
override void OnFinishProgressServer(ActionData action_data)
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
override string GetSoundCategory(ActionData action_data)
override bool HasTarget()
const float TIME_TO_CRAFT_CLOTHES
override void CreateActionComponent()
DayZPlayerConstants
defined in C++