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Dayz
1.11.153731
Dayz Code Explorer by Zeroy
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Go to the documentation of this file.
33 return "#take_to_hands";
42 if ( !tgt_item.
IsTakeable() || tgt_item.IsBeingPlaced() || ( tgt_item.GetHierarchyParent() && !
BaseBuildingBase.Cast(tgt_parent) ) || ((tgt_parent && !tgt_item.
CanDetachAttachment(tgt_parent)) || (tgt_parent && !tgt_parent.CanReleaseAttachment(tgt_item))) )
45 return player.GetInventory().CanAddEntityIntoHands(tgt_item);
61 float stackable = ntarget.GetTargetQuantityMax(-1);
63 if ( stackable == 0 || stackable >= ntarget.GetQuantity() )
65 action_data.
m_Player.PredictiveTakeEntityToHands( ntarget );
71 ntarget.SplitIntoStackMaxToInventoryLocationClient( il );
83 if (target.IsHeavyBehaviour())
120 if ( !tgt_item || !tgt_item.
IsTakeable() || tgt_item.IsBeingPlaced() )
123 return player.GetInventory().CanSwapEntitiesEx(tgt_item,item);
143 if (target.IsHeavyBehaviour())
158 super.Start( action_data );
163 bool b1 = action_data.
m_MainItem.ConfigGetString(
"physLayer") ==
"item_large";
164 action_data.
m_MainItem.m_ThrowItemOnDrop = b1;
169 action_data.
m_Player.GetActionManager().Interrupt();
225 if (action_data.
m_Player.NeedInventoryJunctureFromServer(ntarget, ntarget.GetHierarchyParent(), action_data.
m_Player))
228 action_data.
m_Player.TakeEntityToHandsImpl(invMode, ntarget);
override void OnExecuteServer(ActionData action_data)
proto native CGame GetGame()
ref CCTBase m_ConditionTarget
override bool CanDetachAttachment(EntityAI parent)
protected int m_CommandUID
override void Start(ActionData action_data)
override void CreateConditionComponents()
protected int m_CommandUIDProne
override void OnExecute(ActionData action_data)
override bool CanContinue(ActionData action_data)
override bool HasProgress()
override void OnEndServer(ActionData action_data)
override void OnEndClient(ActionData action_data)
override bool HasProneException()
override bool MainItemAlwaysInHands()
DayZPlayerConstants
defined in C++
void ActionTakeItemToHands()
void ClearInventoryReservation(ActionData action_data)
override bool UseMainItem()
proto native void SetHands(notnull EntityAI parent, EntityAI e)
override string GetText()
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.
override void CreateAndSetupActionCallback(ActionData action_data)
ref ActionTarget m_Target
void SetActionData(ActionData action_data)
class ActionTargets ActionTarget
override bool CanBeUsedOnBack()
override void OnExecuteClient(ActionData action_data)
void PerformSwap(ActionData action_data)
void InitActionComponent()
protected GetCallbackClassTypename()
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
ref CCIBase m_ConditionItem
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
override void CreateAndSetupActionCallback(ActionData action_data)
Super root of all classes in Enforce script.
Base native class of all vehicles in game.
override bool IsTakeable()
bool IsHeavyBehaviour()
returns item behaviour of item (more in ItemBase)