41 Object targetObject = target.GetObject();
50 wood.GetMaterialAndQuantityMapEx(item, output_map,
m_HarvestType);
56 if (output_map.Count() > 0)
58 yieldName = MiscGameplayFunctions.GetItemDisplayName(output_map.GetKey(0));
70 m_CallbackClass = ActionMineTreeCB;
74 m_SpecialtyWeight = UASoftSkillsWeight.ROUGH_HIGH;
86 if (player.GetBrokenLegs() ==
eBrokenLegs.BROKEN_LEGS)
89 Object targetObject = target.GetObject();
91 return targetObject.IsTree() && targetObject.IsCuttable();
97 if (!action_data.m_Player.IsPlayerInStance(action_data.m_PossibleStanceMask) || !m_ConditionItem || !m_ConditionItem.CanContinue(action_data.m_Player,action_data.m_MainItem))
123 super.OnEndServer(action_data);
override void CreateConditionComponents()
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
override void OnEndServer(ActionData action_data)
override bool ActionConditionContinue(ActionData action_data)
override void OnExecuteServer(ActionData action_data)
override bool CanContinue(ActionData action_data)
not checking target damage anymore, callback takes care of that
override bool HasMultipleExecution(ActionData action_data)
ActionMineBase ActionContinuousBase ActionMineTree()
MineActionData TIME_BETWEEN_MATERIAL_DROPS_DEFAULT
class ActionTargets ActionTarget
void CreateActionComponent()
void ActionContinuousBase()
override bool CanBeUsedInFreelook()
override void OnActionInfoUpdate(PlayerBase player, ActionTarget target, ItemBase item)
string GetYieldName(PlayerBase player, ActionTarget target, ItemBase item)
EHarvestType m_HarvestType
override ActionData CreateActionData()
EHarvestType m_HarvestType
void GetMaterialAndQuantityMap(ItemBase item, out map< string, int > output_map)
static void DestroyEffecterParticleServer(int effecterID)
static int CreateParticleServer(vector pos, EffecterParameters parameters)
returns unique effecter ID
static void ReactivateParticleServer(int effecterID)
Manager class for managing Effect (EffectParticle, EffectSound)
DayZPlayerConstants
defined in C++