10 super.InitActionComponent();
58 if (
trap.IsActivable())
ActionActivateTrapCB ActionContinuousBaseCB ActionActivateTrap()
void CreateConditionComponents()
ref CCIBase m_ConditionItem
ref CCTBase m_ConditionTarget
bool HasProgress()
For UI: hiding of progress bar.
class DayZCreatureAnimInterface RegisterAnimationEvent(string event_name, string function_name)
override void InitActionComponent()
override void CreateActionComponent()
void OnEndAnimationLoop(ActionData action_data)
void OnStartAnimationLoop(ActionData action_data)
void OnFinishProgressServer(ActionData action_data)
ref CABase m_ActionComponent
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
const float DEFAULT_DEPLOY
DayZPlayerConstants
defined in C++
proto native CGame GetGame()