14 m_Text =
"#take_to_hands";
44 if ( !tgt_item || !tgt_entity || !tgt_parent )
47 if ( !tgt_parent || !tgt_item.IsItemBase() || !tgt_item.
IsTakeable() || tgt_item.IsBeingPlaced() )
50 if ( player.GetCommand_Vehicle() )
53 if ( player.GetInventory().CanAddEntityIntoHands(tgt_entity) )
55 if ( tgt_entity.GetHierarchyRootPlayer() != player )
57 if ( tgt_entity.CanDetachAttachment( tgt_parent ) && tgt_parent.CanReleaseAttachment( tgt_entity ) )
67 if (
GetGame().IsDedicatedServer())
77 action_data.m_Player.PredictiveTakeEntityToHands(ntarget);
87 if (target.IsHeavyBehaviour())
104 action_data.m_Callback = callback;
DetachActionData m_ItemName
class ActionTargets ActionTarget
void ClearActionJuncture(ActionData action_data)
bool HasProgress()
For UI: hiding of progress bar.
void InitActionComponent()
void SetActionData(ActionData action_data)
override void CreateConditionComponents()
void UnlockInventory(ActionData action_data)
void CreateAndSetupActionCallback(ActionData action_data)
override bool HasProneException()
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
void OnExecute(ActionData action_data)
Super root of all classes in Enforce script.
override bool IsTakeable()
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.