class ActionAttachToConstruction
ActionAttachToConstruction › ActionSingleUseBase › AnimatedActionBase › ActionBase › ActionBase_Basic
Full hierarchyFull members 151
- ActionBase_Basic
- ActionBase
- AnimatedActionBase
- ActionSingleUseBase
- ActionAttachToConstruction
- ActionSingleUseBase
- AnimatedActionBase
- ActionBase
Methods 9
override void CreateConditionComponents()References new CCINonRuined(), new CCTCursor(), ActionBase.m_ConditionItem
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, ActionBase.m_ConditionTargetoverride ActionData CreateActionData()References new AttachToConstructionActionData()
override bool Post_SetupAction(ActionData action_data)override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)References EntityAI.CanUseConstruction(), Class.Cast(), FindAndTranslateAttachmentSlot()
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, ActionTarget.GetObject(), and InventorySlots.INVALIDoverride void OnStartClient(ActionData action_data)protected void OnExecuteImpl(ActionData action_data)References Class.Cast(), Class.Cast(), Class.Cast()
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, ItemBase.CombineItemsClient(), GameInventory.FindAttachment(), EntityAI.GetInventory(), ActionTarget.GetObject(), ItemBase.GetQuantity(), ItemBase.GetTargetQuantityMax(), PlayerBase.PredictiveTakeEntityToTargetAttachmentEx(), ItemBase.SplitIntoStackMax(), InventorySlots.INVALID, ActionData.m_MainItem, ActionData.m_Player, and ActionData.m_Targetoverride void OnExecuteClient(ActionData action_data)override void OnExecuteServer(ActionData action_data)References ActionBase.ClearActionJuncture(), ActionBase.ClearInventoryReservationEx(), CGame.IsMultiplayer()
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, OnExecuteImpl()protected int FindAndTranslateAttachmentSlot(PlayerBase player, ActionTarget target, ItemBase item)where appropriate, returns valid attachment slot ID even without proper selection
References GameInventory.CanAddAttachmentEx(), EntityAI.CanUseConstruction(), Class.Cast()