124 return " destroyed " +
action_data.m_Target.GetObject().GetDisplayName() +
" with " +
action_data.m_MainItem.GetDisplayName();
const int AT_DESTROY_PART
bool IsInReach(PlayerBase player, ActionTarget target, float maxDistance=1.0)
ref CCIBase m_ConditionItem
ref CCTBase m_ConditionTarget
void Construction(BaseBuildingBase parent)
ref CABase m_ActionComponent
override void CreateActionComponent()
bool DestroyCondition(PlayerBase player, ActionTarget target, ItemBase item, bool camera_check)
override void OnActionInfoUpdate(PlayerBase player, ActionTarget target, ItemBase item)
override void OnFinishProgressServer(ActionData action_data)
override bool CanBeUsedLeaning()
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
override void CreateConditionComponents()
override bool ActionConditionContinue(ActionData action_data)
override string GetAdminLogMessage(ActionData action_data)
const float DEFAULT_DESTROY
DayZPlayerConstants
defined in C++
proto native CGame GetGame()