5 super.CreateActionComponent();
6 EnableCancelCondition(
true);
17 HumanMovementState ms =
new HumanMovementState();
39 m_Text =
"#drop_item";
44 m_ConditionItem =
new CCINone();
45 m_ConditionTarget =
new CCTNone();
80 HumanCommandMove hcm = player.GetCommand_Move();
81 if (hcm && hcm.IsChangingStance())
84 return player && item;
89 if (action_data.m_Player.IsPlacingServer())
90 action_data.m_Player.PlacingCancelServer();
92 ClearInventoryReservationEx(action_data);
96 action_data.m_Player.ServerDropEntity(action_data.m_Player.GetItemInHands());
106 action_data.m_Player.PhysicalPredictiveDropItem(action_data.m_Player.GetItemInHands());
override void CreateConditionComponents()
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
override bool ActionConditionContinue(ActionData action_data)
DetachActionData m_ItemName
override bool HasProneException()
override void OnExecuteServer(ActionData action_data)
void PhysicalDropItem(ActionData action_data)
override bool CanBeUsedThrowing()
override bool UseAcknowledgment()
void CreateActionComponent()
void SetCommand(int command_uid)
void EndActionComponent()
DayZPlayerConstants
defined in C++