43 if (
player.GetInventory().CanAddEntityIntoHands(
arrow))
118 arrow.SplitIntoStackMaxToInventoryLocationClient(
il);
129 if (
target.IsHeavyBehaviour())
ref CCIBase m_ConditionItem
ref CCTBase m_ConditionTarget
void ClearInventoryReservationEx(ActionData action_data)
override bool InventoryReservation(ActionData action_data)
override Object GetDisplayInteractObject(PlayerBase player, ActionTarget target)
override void CreateConditionComponents()
override bool CanBeUsedOnBack()
override bool HasProneException()
override void OnExecute(ActionData action_data)
override void CreateAndSetupActionCallback(ActionData action_data)
void ActionTakeArrowToHands()
override bool HasProgress()
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
override bool CanContinue(ActionData action_data)
GetCallbackClassTypename()
Super root of all classes in Enforce script.
script counterpart to engine's class Inventory
const int c_InventoryReservationTimeoutMS
reservations
DayZPlayerConstants
defined in C++
proto native CGame GetGame()
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.