66 if (!
il.ReadFromContext(
ctx))
90 if (!
GetGame().IsDedicatedServer())
187 action_data.m_Player.GetWeaponManager().AttachMagazine(
mag,
this);
220 MagazineStorage
mag = MagazineStorage.Cast(
player.GetWeaponManager().GetPreparedMagazine());
258 if (!
il.ReadFromContext(
ctx))
282 if (!
GetGame().IsDedicatedServer())
382 action_data.m_Player.GetWeaponManager().AttachMagazine(
mag,
this);
ref CCIBase m_ConditionItem
ref CCTBase m_ConditionTarget
void ClearInventoryReservationEx(ActionData action_data)
class ActionTargets ActionTarget
AttachMagazineActionReciveData m_ilOldMagazine
ref InventoryLocation m_ilOldMagazine
override bool CanBePerformedFromInventory()
override bool ReadFromContext(ParamsReadContext ctx, out ActionReciveData action_recive_data)
override void WriteToContext(ParamsWriteContext ctx, ActionData action_data)
override bool InventoryReservation(ActionData action_data)
override bool ActionConditionContinue(ActionData action_data)
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
override int GetActionCategory()
override void Start(ActionData action_data)
override bool CanBePerformedFromQuickbar()
override bool Post_SetupAction(ActionData action_data)
void FirearmActionAttachMagazine()
override void HandleReciveData(ActionReciveData action_recive_data, ActionData action_data)
override ActionData CreateActionData()
override bool HasTarget()
override bool HasProgress()
override void Start(ActionData action_data)
override void CreateConditionComponents()
override void HandleReciveData(ActionReciveData action_recive_data, ActionData action_data)
override bool Post_SetupAction(ActionData action_data)
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
override ActionData CreateActionData()
override void WriteToContext(ParamsWriteContext ctx, ActionData action_data)
void FirearmActionAttachMagazineQuick()
override bool InventoryReservation(ActionData action_data)
override bool ReadFromContext(ParamsReadContext ctx, out ActionReciveData action_recive_data)
script counterpart to engine's class Inventory
const int c_InventoryReservationTimeoutMS
reservations
provides access to slot configuration
Serialization general interface. Serializer API works with:
script counterpart to engine's class Weapon
proto native CGame GetGame()