60 if (
GetGame().IsDedicatedServer())
74 ntarget.SplitIntoStackMaxToInventoryLocationClient(
il);
86 if (
target.IsHeavyBehaviour())
139 if (
target.IsHeavyBehaviour())
153 bool b1 =
action_data.m_MainItem.ConfigGetString(
"physLayer") ==
"item_large";
158 action_data.m_Player.GetActionManager().Interrupt();
InventoryMode
NOTE: PREDICTIVE is not to be used at all in multiplayer.
void OnEndServer(ActionData action_data)
bool MainItemAlwaysInHands()
ref CCIBase m_ConditionItem
ref CCTBase m_ConditionTarget
void ClearInventoryReservationEx(ActionData action_data)
bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
void OnEndClient(ActionData action_data)
override void OnExecuteServer(ActionData action_data)
override void OnExecuteClient(ActionData action_data)
ActionTakeItemToHands m_Executable
void PerformSwap(ActionData action_data)
void CreateAndSetupActionCallback(ActionData action_data)
void Start()
Plays all elements this effects consists of.
override bool IsHeavyBehaviour()
override void CreateConditionComponents()
override bool CanBeUsedOnBack()
override bool HasProneException()
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
override void OnEndServer(ActionData action_data)
override bool CanContinue(ActionData action_data)
override void OnExecute(ActionData action_data)
void ActionTakeItemToHands()
override bool HasProgress()
override void CreateAndSetupActionCallback(ActionData action_data)
GetCallbackClassTypename()
Super root of all classes in Enforce script.
DayZPlayerConstants
defined in C++
proto native CGame GetGame()
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.