31 if (!
GetGame().IsDedicatedServer())
36 targetEntity =
EntityAI.Cast(target.GetParent());
40 targetEntity =
EntityAI.Cast(target.GetObject());
47 if (super.SetupAction(player, target, item, action_data, extra_data))
51 action_data_a.m_AttSlot = il.GetSlot();
64 if (targetEntity && item)
66 return targetEntity.GetInventory() && targetEntity.GetInventory().CanAddAttachment(item) && !targetEntity.CanUseConstruction();
77 ClearInventoryReservationEx(action_data);
84 ClearInventoryReservationEx(action_data);
93 if (action_data.m_Target.IsProxy())
95 entity =
EntityAI.Cast(action_data.m_Target.GetParent());
99 entity =
EntityAI.Cast(action_data.m_Target.GetObject());
102 if (entity && action_data.m_MainItem)
104 action_data.m_Player.PredictiveTakeEntityToTargetAttachmentEx(entity, action_data.m_MainItem, action_data.m_AttSlot);
override void CreateConditionComponents()
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
AttachActionData ActionData ActionAttach()
void AttachItem(ActionData action_data)
override bool CanBeSetFromInventory()
override bool SetupAction(PlayerBase player, ActionTarget target, ItemBase item, out ActionData action_data, Param extra_data=NULL)
override void OnExecuteServer(ActionData action_data)
override void OnExecuteClient(ActionData action_data)
override ActionData CreateActionData()
Base Param Class with no parameters. Used as general purpose parameter overloaded with Param1 to Para...
DayZPlayerConstants
defined in C++
proto native CGame GetGame()
FindInventoryLocationType
flags for searching locations in inventory