18 m_Text =
"#STR_ArmExplosive";
70 if (
action_data.m_MainItem.IsInherited(RemoteDetonator))
88 if (!
action_data.m_MainItem.IsInherited(RemoteDetonator))
ActionAttachExplosivesTriggerCB ActionContinuousBaseCB ActionAttachExplosivesTrigger()
void CreateRemoteDetonatorReceiverAsAttachment(ActionData action_data)
void AttachItem(ActionData action_data)
bool CanBeSetFromInventory()
void CreateConditionComponents()
ref CCIBase m_ConditionItem
ref CCTBase m_ConditionTarget
void ClearInventoryReservationEx(ActionData action_data)
override void CreateActionComponent()
void OnFinishProgressClient(ActionData action_data)
void OnFinishProgressServer(ActionData action_data)
ref CABase m_ActionComponent
override bool ActionConditionContinue(ActionData action_data)
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
provides access to slot configuration
static proto native int GetSlotIdFromString(string slot_name)
converts string to slot_id
static RemoteDetonatorTrigger SpawnInPlayerHands(notnull EntityAI pEntity, EntityAI deviceToPair=null)
const float EXPLOSIVE_ARM
DayZPlayerConstants
defined in C++