48 if (
rdt &&
target.GetObject() !=
rdt.GetControlledDevice())
52 RemoteDetonator
rd = RemoteDetonator.Cast(
item);
77 action_data.m_Player.GetItemAccessor().OnItemInHandsChanged();
override void OnFinishProgressServer(ActionData action_data)
void CreateConditionComponents()
ref CCIBase m_ConditionItem
ref CCTBase m_ConditionTarget
bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
ActionDisarmExplosiveWithRemoteDetonatorCB ActionDisarmExplosiveCB ActionDisarmExplosiveWithRemoteDetonator()
ActionDisarmExplosiveWithRemoteDetonatorUnpairedCB ActionDisarmExplosiveCB ActionDisarmExplosiveWithRemoteDetonatorUnpaired()
RemoteDetonatorTrigger RemoteDetonator RemoteDetonatorReceiver()
ref CABase m_ActionComponent
override void CreateActionComponent()
base class for transformation operations (creating one item from another)
const float DISARM_EXPLOSIVE_REMOTE_UNPAIRED
DayZPlayerConstants
defined in C++