32 if (
item.IsEmpty() && (!
item.GetCompEM() || !
item.GetCompEM().IsWorking()))
ref CCIBase m_ConditionItem
ref CCTBase m_ConditionTarget
const float TIME_TO_BREAK_STICKS
override void CreateActionComponent()
override void CreateConditionComponents()
override void OnFinishProgressServer(ActionData action_data)
override bool HasTarget()
void ActionBreakLongWoodenStick()
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
ref CABase m_ActionComponent
override void CopyOldPropertiesToNew(notnull EntityAI old_item, EntityAI new_item)
void BreakLongWoodenStick(EntityAI old_item, string new_item_type, PlayerBase player, int count)
Super root of all classes in Enforce script.
base class for transformation operations (creating one item from another)
DayZPlayerConstants
defined in C++
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.