68 if (
target.GetObject() && (!
target.GetObject().CanUseConstructionBuild() ||
target.GetObject().CanUseHandConstruction()))
71 if ((!
GetGame().IsDedicatedServer()))
124 return "Base_building";
140 if (!
GetGame().IsDedicatedServer())
ref CCIBase m_ConditionItem
ref CCTBase m_ConditionTarget
bool HasProgress()
For UI: hiding of progress bar.
BuildPartActionReciveData m_PartType
override bool HasAlternativeInterrupt()
void CollisionCheckData()
void Construction(BaseBuildingBase parent)
float SetCallbackDuration(ItemBase item)
override void CreateActionComponent()
override bool SetupAction(PlayerBase player, ActionTarget target, ItemBase item, out ActionData action_data, Param extra_data=NULL)
override bool CanBeUsedLeaning()
override void CreateConditionComponents()
override string GetSoundCategory(ActionData action_data)
override bool ReadFromContext(ParamsReadContext ctx, out ActionReciveData action_recive_data)
void SetBuildingAnimation(ItemBase item)
override bool ActionConditionContinue(ActionData action_data)
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
override ActionData CreateActionData()
override void WriteToContext(ParamsWriteContext ctx, ActionData action_data)
override string GetAdminLogMessage(ActionData action_data)
override void OnFinishProgressServer(ActionData action_data)
override void HandleReciveData(ActionReciveData action_recive_data, ActionData action_data)
override void OnActionInfoUpdate(PlayerBase player, ActionTarget target, ItemBase item)
ref CABase m_ActionComponent
Base Param Class with no parameters. Used as general purpose parameter overloaded with Param1 to Para...
Serialization general interface. Serializer API works with:
const float BASEBUILDING_CONSTRUCT_MEDIUM
DayZPlayerConstants
defined in C++
proto native CGame GetGame()