3 [
Attribute(
"0",
desc:
"If false both player and AI have this action. If true then the resupply action is only availible for player or possessed characters")]
4 protected bool m_bPlayerOnly;
7 override bool CanBeShownScript(IEntity user)
10 if (m_bPlayerOnly && SCR_PossessingManagerComponent.GetPlayerIdFromControlledEntity(
GetOwner()) <= 0)
13 if (!super.CanBeShownScript(user))
16 bool canPerform = super.CanBePerformedScript(user);
24 override bool CanBePerformedScript(IEntity user)
30 protected override bool RequiresGadget()
36 protected override bool PrioritizeHeldGadget()
42 protected override void DelayedInit(IEntity owner)
47 super.DelayedInit(owner);
50 m_InventoryManagerTarget = SCR_InventoryStorageManagerComponent.Cast(owner.FindComponent(SCR_InventoryStorageManagerComponent));