5 m_Name =
"#STR_sawoffbarrel0";
44 override bool CanDo(
ItemBase ingredients[], PlayerBase player)
50 override void Do(
ItemBase ingredients[], PlayerBase player,array<ItemBase> results,
float specialty_weight)
54 if(Class.CastTo(oldIngredient, ingredients[0]))
56 GameInventory ingredientInventory = oldIngredient.GetInventory();
65 MiscGameplayFunctions.TurnItemIntoItemEx(player,
new TurnItemIntoItemLambda(ingredients[0],
"SawedoffMagnum", player));
proto native EntityAI FindAttachmentByName(string slotName)
Returns attached entity in slot (you can use EntityAI.GetActionComponentName to get slot id).
DayZPlayerConstants
defined in C++
class GP5GasMask extends MaskBase ItemBase
float m_IngredientAddHealth[MAX_NUMBER_OF_INGREDIENTS]
float m_IngredientSetHealth[MAX_NUMBER_OF_INGREDIENTS]
float m_MinDamageIngredient[MAX_NUMBER_OF_INGREDIENTS]
float m_MaxQuantityIngredient[MAX_NUMBER_OF_INGREDIENTS]
void InsertIngredient(int index, string ingredient, DayZPlayerConstants uid=BASE_CRAFT_ANIMATION_ID, bool showItem=false)
float m_MaxDamageIngredient[MAX_NUMBER_OF_INGREDIENTS]
float m_IngredientAddQuantity[MAX_NUMBER_OF_INGREDIENTS]
float m_MinQuantityIngredient[MAX_NUMBER_OF_INGREDIENTS]
bool m_IngredientDestroy[MAX_NUMBER_OF_INGREDIENTS]
bool CanDo(PlayerBase player, TStringVectorMap surfaceTypes)
void Do(PlayerBase player)