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actionattachseeds.c
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1class ActionAttachSeeds : ActionAttach
2{
3 override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
4 {
5 EntityAI targetEntity = EntityAI.Cast(target.GetObject());
6 if (targetEntity && !GardenBase.Cast(targetEntity) && item)
7 {
8 return targetEntity.GetInventory() && targetEntity.GetInventory().CanAddAttachment(item) && !targetEntity.CanUseConstruction();
9 }
10
11 return false;
12 }
13}