10     override void CreateConditionComponents()  
 
   16     override bool HasProneException()
 
   21     override typename GetInputType()
 
   26     override bool HasProgress()
 
   34         if (!targetEntity || (targetEntity && targetEntity.IsManagingArrows() && !targetEntity.IsDamageDestroyed()))
 
   41             if (arrow && !arrow.IsSetForDeletion())
 
   43                 if (player.GetInventory().CanAddEntityIntoHands(arrow))
 
   54         if (!targetEntity || (targetEntity && targetEntity.IsManagingArrows() && !targetEntity.IsDamageDestroyed()))
 
   60             return arrowManager.GetFirstArrow();
 
   66     override bool CanContinue(
ActionData action_data)
 
   71     override bool InventoryReservation(
ActionData action_data)
 
   78         if (
EntityAI.CastTo(targetEntity, action_data.m_Target.GetObject()))
 
   86                     il.SetHands(action_data.m_Player,targetArrow);
 
   87                     if (action_data.m_Player.GetInventory().HasInventoryReservation(targetArrow, il))
 
   93                         action_data.m_Player.GetInventory().AddInventoryReservationEx(targetArrow, il, 
GameInventory.c_InventoryReservationTimeoutMS);
 
  102                 action_data.m_ReservedInventoryLocations.Insert(il);
 
  109     override void OnExecute(
ActionData action_data)
 
  119         float stackable = arrow.GetTargetQuantityMax(-1);
 
  121         if (stackable == 0 || stackable >= arrow.GetQuantity())
 
  123             action_data.m_Player.PredictiveTakeEntityToHands(arrow);
 
  127             arrow.SplitIntoStackMaxToInventoryLocationClient(il);
 
  131     override void CreateAndSetupActionCallback(
ActionData action_data)
 
  139         if (target.IsHeavyBehaviour())
 
  147                 Class.CastTo(callback, action_data.m_Player.AddCommandModifier_Action(m_CommandUID,GetCallbackClassTypename()));
 
  151                 Class.CastTo(callback, action_data.m_Player.StartCommand_Action(m_CommandUIDProne,GetCallbackClassTypename(),
DayZPlayerConstants.STANCEMASK_PRONE));
 
  155         callback.SetActionData(action_data); 
 
  156         callback.InitActionComponent();
 
  157         action_data.m_Callback = callback;
 
  161     override bool CanBeUsedOnBack()