3 override void CreateActionComponent()
35 if (
Class.CastTo(explosive, target.GetObject()) && item)
37 return explosive.GetArmed() && explosive.CanBeDisarmed();
48 if (
Math.RandomIntInclusive(0, 100) < tool.GetDisarmRate())
50 explosive.OnBeforeDisarm();
51 explosive.Disarm(
true);
55 explosive.SetHealth(
"",
"", 0.0);
58 MiscGameplayFunctions.DealAbsoluteDmg(action_data.m_MainItem,
UADamageApplied.DEFUSE_TOOLS);