23 if (
player.GetCommand_Vehicle())
44 if (slot && slot.GetSeed())
46 if (slot.GetWateredState() != 0)
56 return player.GetInventory().CanAddEntityIntoHands(
m_Seed);
97 if (!
player.GetInventory().CanAddEntityIntoHands(
m_Seed))
108 m_Seed.SplitIntoStackMaxToInventoryLocationClient(
il);
123 m_Seed.SplitIntoStackMaxToInventoryLocationClient(
il);
ref CCIBase m_ConditionItem
ref CCTBase m_ConditionTarget
void ClearInventoryReservationEx(ActionData action_data)
FindInventoryLocationType
flags for searching locations in inventory
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
override bool InventoryReservation(ActionData action_data)
override void OnExecute(ActionData action_data)
override void CreateConditionComponents()
Super root of all classes in Enforce script.
script counterpart to engine's class Inventory
const int c_InventoryReservationTimeoutMS
reservations
proto native CGame GetGame()
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.