18 if (!
source.GetHumanInventory().GetEntityInHands())
ref CCIBase m_ConditionItem
ref CCTBase m_ConditionTarget
bool IsWearingBurlap(PlayerBase player)
ActionUncoverHeadBase ActionContinuousBase ActionUncoverHeadSelf()
override void CreateConditionComponents()
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
override bool HasTarget()
const int ECE_IN_INVENTORY
void OnFinishProgressServer(ActionData action_data)
ref CABase m_ActionComponent
void UncoverHead(PlayerBase target, PlayerBase source)
override void CreateActionComponent()
Super root of all classes in Enforce script.
script counterpart to engine's class Inventory
static proto native EntityAI LocationCreateEntity(notnull InventoryLocation inv_loc, string type, int iSetupFlags, int iRotation)
creates new item directly at location
inventory for plain man/human
proto native EntityAI CreateInHands(string typeName)
creates new entity in hands
provides access to slot configuration
DayZPlayerConstants
defined in C++
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.