18 m_Text =
"#STR_ArmExplosive";
39 if (target.GetParent())
55 return timedTrigger.IsAlarmOn() && explosive.IsTimerDetonable() && explosive.CanBeArmed();
58 return explosive.CanBeArmed();
67 super.OnStartServer(action_data);
70 if (item.GetArmSoundset() !=
string.Empty)
71 item.StartItemSoundServer(SoundConstants.ITEM_EXPLOSIVE_ARM);
76 super.OnEndServer(action_data);
79 if (item.GetArmSoundset() !=
string.Empty)
80 item.StopItemSoundServer(SoundConstants.ITEM_EXPLOSIVE_ARM);
85 if (
g_Game.IsMultiplayer())
94 explosive.OnPlacementComplete(action_data.
m_Player, explosive.GetPosition(), action_data.
m_Player.GetOrientation());
95 explosive.UnlockTriggerSlots();
98 if (action_data.
m_MainItem.IsInherited(RemoteDetonator))
117 explosive.UnlockTriggerSlots();
120 if (!action_data.
m_MainItem.IsInherited(RemoteDetonator))
140 explosive.UnlockTriggerSlots();
160 action_data.
m_Player.PredictiveTakeEntityToTargetAttachmentEx(targetEAI, action_data.
m_MainItem, slotId);
ActionAttachExplosivesTriggerCB ActionContinuousBaseCB ActionAttachExplosivesTrigger()
void CreateRemoteDetonatorReceiverAsAttachment(ActionData action_data)
void AttachItem(ActionData action_data)
bool CanBeSetFromInventory()
void CreateConditionComponents()
ref CCIBase m_ConditionItem
ref CCTBase m_ConditionTarget
void ClearInventoryReservationEx(ActionData action_data)
void ClearActionJuncture(ActionData action_data)
void ActionTarget(Object object, Object parent, int componentIndex, vector cursorHitPos, float utility, string surfaceName="")
override void CreateActionComponent()
void OnFinishProgressClient(ActionData action_data)
void OnFinishProgressServer(ActionData action_data)
ref ActionTarget m_Target
override void OnStartServer(ActionData action_data)
override bool ActionConditionContinue(ActionData action_data)
override void OnEndServer(ActionData action_data)
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
static proto native int GetSlotIdFromString(string slot_name)
converts string to slot_id
provides access to slot configuration
static RemoteDetonatorTrigger SpawnInPlayerHands(notnull EntityAI pEntity, EntityAI deviceToPair=null)
const float EXPLOSIVE_ARM
DayZPlayerConstants
defined in C++