class ActionAttachWithSwitch
ActionAttachWithSwitch › ActionAttach › ActionSingleUseBase › AnimatedActionBase › ActionBase › ActionBase_Basic
Full hierarchyFull members 149
- ActionBase_Basic
- ActionBase
- AnimatedActionBase
- ActionSingleUseBase
- ActionAttach
- ActionAttachWithSwitch
- ActionAttach
- ActionSingleUseBase
- AnimatedActionBase
- ActionBase
Methods 8
override void CreateConditionComponents()References new CCTNonRuined(), UAMaxDistances.DEFAULT, AnimatedActionBase.m_CommandUID
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, ActionBase.m_ConditionItem, ActionBase.m_ConditionTarget, and ActionBase.m_StanceMaskoverride typename GetInputType()override bool CanBePerformedFromInventory()override ActionData CreateActionData()override bool SetupAction(PlayerBase player, ActionTarget target, ItemBase item, out ActionData action_data, Param extra_data = NULL)override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)References GameInventory.CanAddAttachment(), EntityAI.CanSwitchDuringAttach(), Class.Cast()
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, EntityAI.GetInventory(), and ActionTarget.GetObject()override void OnExecuteServer(ActionData action_data)References Class.Cast(), Class.Cast(), ActionBase.ClearActionJuncture()
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, ActionBase.ClearInventoryReservationEx(), ActionTarget.GetObject(), ActionTarget.GetParent(), CGame.IsMultiplayer(), ActionTarget.IsProxy(), PlayerBase.PredictiveForceSwapEntities(), InventoryLocation.SetAttachment(), AttachActionData.m_AttSlot, ActionData.m_MainItem, ActionData.m_Player, and ActionData.m_Targetoverride void OnExecuteClient(ActionData action_data)