48 if (
player.GetLiquidTendencyDrain())
49 return "#drain_liquid";
51 return "#pour_liquid";
67 if ((!
GetGame().IsDedicatedServer()) && !
player.GetLiquidTendencyDrain())
69 player.SetLiquidTendencyDrain(
true);
77 if ((!
GetGame().IsDedicatedServer()) &&
player.GetLiquidTendencyDrain())
79 player.SetLiquidTendencyDrain(
false);
ref CCIBase m_ConditionItem
ref CCTBase m_ConditionTarget
TransferLiquidActionReciveData m_Tendency
ref CABase m_ActionComponent
const float TIME_TO_REPEAT
override void CreateActionComponent()
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
override bool ReadFromContext(ParamsReadContext ctx, out ActionReciveData action_recive_data)
override void OnFinishProgressServer(ActionData action_data)
override void OnStartAnimationLoop(ActionData action_data)
override void CreateConditionComponents()
override void OnEndAnimationLoop(ActionData action_data)
override void OnStartServer(ActionData action_data)
void ActionTransferLiquid()
override bool HasProneException()
override string GetText()
override void WriteToContext(ParamsWriteContext ctx, ActionData action_data)
override void OnStartClient(ActionData action_data)
override ActionData CreateActionData()
override void HandleReciveData(ActionReciveData action_recive_data, ActionData action_data)
static bool CanTransfer(ItemBase source_ent, ItemBase target_ent)
Serialization general interface. Serializer API works with:
DayZPlayerConstants
defined in C++
proto native CGame GetGame()