5 override void CreateConditionComponents ()
11 override bool HasTarget () {
return false; }
13 override bool ActionCondition (
PlayerBase player, ActionTarget target,
ItemBase item )
15 EntityAI att = player.GetInventory().FindAttachment(m_SlotID);
16 if ( item && att == null )
21 override bool ActionConditionContinue ( ActionData action_data ) {
return true; }
23 override void OnExecuteClient ( ActionData action_data )
28 override void OnExecuteServer ( ActionData action_data )
30 if ( !
GetGame().IsMultiplayer() )
33 ItemBase old_item = action_data.m_MainItem;
34 if (old_item.ConfigIsExisting(
"ChangeIntoOnAttach"))
37 string str = old_item.ChangeIntoOnAttach(slot_name);
41 action_data.m_Player.ServerReplaceItemInHandsWithNewElsewhere(lambda);