3 override void CreateActionComponent()
15 if (
Class.CastTo(attachment, target.GetInventory().FindAttachment(
InventorySlots.HEADGEAR)) && attachment.GetType() ==
"BurlapSackCover")
18 if (!source.GetHumanInventory().GetEntityInHands())
24 if (!
Class.CastTo(new_item,source.GetInventory().CreateInInventory(
"BurlapSack")))
27 source.GetTransformWS(m4);
29 target_gnd.SetGround(null, m4);
36 MiscGameplayFunctions.TransferItemProperties(attachment,new_item,
true,
false,
true);
52 m_Text =
"#uncover_head";
58 m_ConditionTarget =
new CCTNone;
76 UncoverHead(action_data.m_Player, action_data.m_Player);
84 if ( attachment && attachment.IsInherited(BurlapSackCover) )
bool IsWearingBurlap(PlayerBase player)
ActionUncoverHeadBase ActionContinuousBase ActionUncoverHeadSelf()
void UncoverHead(PlayerBase target, PlayerBase source)
override void CreateConditionComponents()
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
override bool HasTarget()
const int ECE_IN_INVENTORY
void OnFinishProgressServer(ActionData action_data)
Super root of all classes in Enforce script.
script counterpart to engine's class Inventory
static proto native EntityAI LocationCreateEntity(notnull InventoryLocation inv_loc, string type, int iSetupFlags, int iRotation)
creates new item directly at location
inventory for plain man/human
provides access to slot configuration
DayZPlayerConstants
defined in C++