3 override void CreateActionComponent()
32 m_ConditionItem =
new CCINone();
38 if (item && item.IsHeavyBehaviour())
41 return player.CanEatAndDrink();
44 override void OnStart(ActionData action_data)
46 super.OnStart(action_data);
48 action_data.m_Player.TryHideItemInHands(
true);
51 override void OnEnd(ActionData action_data)
53 action_data.m_Player.TryHideItemInHands(
false);
58 Param1<float> nacdata = Param1<float>.Cast(action_data.m_ActionComponent.GetACData());
64 consumeData.m_Source = null;
65 consumeData.m_Agents = action_data.m_Player.GetBloodyHandsPenaltyAgents();
68 action_data.m_Player.Consume(consumeData);
74 super.WriteToContext(ctx, action_data);
78 ctx.Write(action_data.m_Target.GetCursorHitPos());
87 super.ReadFromContext(ctx, action_recive_data);
92 if (!ctx.Read(cursorPosition))
95 action_recive_data.m_Target.SetCursorHitPos(cursorPosition);
ActionEatSnowContinuousCB ActionContinuousBaseCB ActionEatSnowContinuous()
void CCTWaterSurfaceEx(float maximal_target_distance, int allowedLiquidSource)
bool ReadFromContext(ParamsReadContext ctx, out ActionReciveData action_recive_data)
void WriteToContext(ParamsWriteContext ctx, ActionData action_data)
void OnStart(ActionData action_data)
void CreateConditionComponents()
void OnFinishProgressServer(ActionData action_data)
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
Serialization general interface. Serializer API works with:
DayZPlayerConstants
defined in C++