class ActionTakeItem
ActionTakeItem › ActionInteractBase › AnimatedActionBase › ActionBase › ActionBase_Basic
Members 1
string m_ItemName = ""Methods 7
override void CreateConditionComponents()References new CCTObject(), UAMaxDistances.DEFAULT, ActionBase.m_ConditionItem
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, ActionBase.m_ConditionTargetoverride bool HasProneException()override bool ActionConditionContinue(ActionData action_data)override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)References GameInventory.CanAddEntityIntoInventory(), EntityAI.CanDetachAttachment(), DigitalCodeLock.CanDetachCodeLock()
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, EntityAI.CanReleaseAttachment(), EntityAI.CanUseConstruction(), Class.Cast(), Class.Cast(), Class.Cast(), ActionTarget.GetComponentIndex(), EntityAI.GetHierarchyRootPlayer(), EntityAI.GetInventory(), ActionTarget.GetObject(), ActionTarget.GetParent(), ItemBase.IsBeingPlaced(), Object.IsItemBase(), and ItemBase.IsTakeable()override bool CanBeUsedOnBack()Special handling for digital code lock
override bool InventoryReservation(ActionData action_data)override void OnExecute(ActionData action_data)References Class.Cast(), ActionBase.ClearActionJuncture(), ActionBase.ClearInventoryReservationEx()