class ActionTakeItemToHands
ActionTakeItemToHands › ActionInteractBase › AnimatedActionBase › ActionBase › ActionBase_Basic
Full hierarchy 1Full members 150
- ActionBase_Basic
- ActionBase
- AnimatedActionBase
- ActionInteractBase
- ActionTakeItemToHands
- ActionInteractBase
- AnimatedActionBase
- ActionBase
Methods 10
override void CreateConditionComponents()References new CCINone(), new CCTObject(), UAMaxDistances.DEFAULT
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, ActionBase.m_ConditionItem, and ActionBase.m_ConditionTargetoverride bool HasProneException()override typename GetInputType()override bool HasProgress()override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)References GameInventory.CanAddEntityIntoHands(), EntityAI.CanDetachAttachment(), DigitalCodeLock.CanDetachCodeLock()
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, EntityAI.CanReleaseAttachment(), EntityAI.CanUseConstruction(), Class.Cast(), Class.Cast(), Class.Cast(), ActionTarget.GetComponentIndex(), EntityAI.GetHierarchyParent(), EntityAI.GetInventory(), ActionTarget.GetObject(), ItemBase.IsBeingPlaced(), EntityAI.IsSetForDeletion(), and ItemBase.IsTakeable()override bool CanContinue(ActionData action_data)Special handling for digital code lock
override void OnEndServer(ActionData action_data)override void OnExecute(ActionData action_data)References Class.Cast(), ActionBase.ClearActionJuncture(), ActionBase.ClearInventoryReservationEx()
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, ActionTarget.GetObject(), ItemBase.GetQuantity(), ItemBase.GetTargetQuantityMax(), new InventoryLocation(), CGame.IsDedicatedServer(), PlayerBase.PredictiveTakeEntityToHands(), InventoryLocation.SetHands(), ItemBase.SplitIntoStackMaxToInventoryLocationClient(), ActionData.m_Player, and ActionData.m_Targetoverride void CreateAndSetupActionCallback(ActionData action_data)References Human.AddCommandModifier_Action(), Class.Cast(), Class.CastTo()
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, AnimatedActionBase.GetCallbackClassTypename(), ActionTarget.GetObject(), ActionBaseCB.InitActionComponent(), EntityAI.IsHeavyBehaviour(), DayZPlayer.IsPlayerInStance(), ActionBaseCB.SetActionData(), Human.StartCommand_Action(), ActionData.m_Callback, AnimatedActionBase.m_CommandUID, AnimatedActionBase.m_CommandUIDProne, ActionData.m_Player, and ActionData.m_Targetoverride bool CanBeUsedOnBack()