38 if ( action_data.m_MainItem && action_data.m_MainItem.GetHierarchyRootPlayer() == action_data.m_Player )
40 string path =
"CfgVehicles " + action_data.m_MainItem.GetType();
41 string child_name =
"";
49 for (
int i = 0; i < count; i++)
53 if (
GetGame().ConfigGetInt(
path +
" " + child_name +
" value" ) )
55 resources.Insert( child_name );
60 string itemType = resources.Get(0);
64 action_data.m_Player.ServerReplaceItemInHandsWithNew(lambda);
77 super.CopyOldPropertiesToNew(old_item, new_item);
95 super.OnSuccess(new_item);
const int ECE_PLACE_ON_SURFACE
ref CCIBase m_ConditionItem
ref CCTBase m_ConditionTarget
void ActionContinuousBase()
override void CreateConditionComponents()
override void OnFinishProgressServer(ActionData action_data)
override bool HasTarget()
override bool HasProneException()
override void CreateActionComponent()
proto bool ConfigGetChildName(string path, int index, out string name)
Get name of subclass in config class on path.
proto native int ConfigGetInt(string path)
Get int value from config on path.
proto native int ConfigGetChildrenCount(string path)
Get count of subclasses in config class on path.
Super root of all classes in Enforce script.
override bool SetQuantity(float value, bool destroy_config=true, bool destroy_forced=false, bool allow_client=false, bool clamp_to_stack_max=true)
void ReplaceItemWithNewLambdaBase(EntityAI old_item, string new_item_type)
override void CopyOldPropertiesToNew(notnull EntityAI old_item, EntityAI new_item)
override void OnSuccess(EntityAI new_item)
void UnboxLambda(EntityAI old_item, string new_item_type, PlayerBase player, int count)
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
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.