24 m_Text =
"#STR_CraftBolt1";
45 return (
target.GetObject().ClassName() ==
"Ammo_ImprovisedBolt_1");
47 else if (
target.GetObject())
87 bolt.ServerAcquireCartridge(
dmg, type);
ref CCIBase m_ConditionItem
ref CCTBase m_ConditionTarget
override void CreateActionComponent()
const float TIME_TO_CRAFT
Ammunition_Base m_ResultEntity
bool IsFeatherType(string itemInHandsType)
override void OnStartServer(ActionData action_data)
override void CreateConditionComponents()
override void OnFinishProgressServer(ActionData action_data)
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
void ActionCraftBoltsFeather()
ref CABase m_ActionComponent
DayZPlayerConstants
defined in C++