◆ FirearmActionDetachMagazine_Old()
void FirearmActionDetachMagazine_Old::FirearmActionDetachMagazine_Old |
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◆ ActionCondition()
◆ ActionConditionContinue()
◆ CanBePerformedFromQuickbar()
override bool FirearmActionDetachMagazine_Old::CanBePerformedFromQuickbar |
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◆ CreateActionData()
◆ CreateConditionComponents()
override void FirearmActionDetachMagazine_Old::CreateConditionComponents |
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◆ GetInputType()
override FirearmActionDetachMagazine_Old::GetInputType |
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◆ HandleReciveData()
override void FirearmActionDetachMagazine_Old::HandleReciveData |
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ActionReciveData | action_recive_data, |
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ActionData | action_data ) |
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◆ HasProgress()
override bool FirearmActionDetachMagazine_Old::HasProgress |
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◆ HasTarget()
override bool FirearmActionDetachMagazine_Old::HasTarget |
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◆ InventoryReservation()
Definition at line 42 of file FirearmActionDetachMagazine.c.
43 {
47 return false;
48
50 return false;
51
53 if (!
action_data.m_Player.GetInventory().AddInventoryReservationEx(
mag,
il, 10000))
54 return false;
55
58
59 return true;
60 }
FindInventoryLocationType
flags for searching locations in inventory
◆ ReadFromContext()
◆ Start()
◆ WriteToContext()
The documentation for this class was generated from the following file: