110 if (
target &&
target.ConfigIsExisting(
"heavyItem") &&
target.ConfigGetBool(
"heavyItem"))
ref CCIBase m_ConditionItem
ref CCTBase m_ConditionTarget
void OnExecuteImpl(ActionData action_data)
override bool HasProneException()
override void CreateConditionComponents()
override bool CanContinue(ActionData action_data)
override void OnExecuteClient(ActionData action_data)
override void CreateAndSetupActionCallback(ActionData action_data)
override bool HasProgress()
override void OnExecuteServer(ActionData action_data)
override void OnActionInfoUpdate(PlayerBase player, ActionTarget target, ItemBase item)
void ActionTakeMaterialToHands()
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
GetCallbackClassTypename()
Super root of all classes in Enforce script.
DayZPlayerConstants
defined in C++
proto native CGame GetGame()
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.