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actionplaceonground.c
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2{
3 override void CreateActionComponent()
4 {
5 m_ActionData.m_ActionComponent = new CAContinuousTime(UATimeSpent.DEFAULT_PLACE);
6 }
7};
8
10class ActionPlaceOnGround: ActionContinuousBase
11{
12 void ActionPlaceOnGround()
13 {
15 m_Text = "#place_object";
16 }
17
18 override void CreateConditionComponents()
19 {
22 }
23
24 override bool ActionCondition( PlayerBase player, ActionTarget target, ItemBase item )
25 {
26 if ( player && player.IsAlive() && !item.IsDamageDestroyed() ) //&& IsConscious && IsNotCaptured
27 {
28 return true;
29 }
30 else
31 {
32 return false;
33 }
34 }
35
36 override void OnFinishProgressServer( ActionData action_data )
37 {
38 action_data.m_Player.DropItem(action_data.m_MainItem);
39 }
40};
ActionBase ActionData
Definition actionbase.c:30
void CreateActionComponent()
ActionData m_ActionData
string m_Text
Definition actionbase.c:64
ref CCIBase m_ConditionItem
Definition actionbase.c:70
void CreateConditionComponents()
Definition actionbase.c:236
ref CCTBase m_ConditionTarget
Definition actionbase.c:71