20 m_Text =
"#destroy_combination_lock";
31 Object target_object = target.GetObject();
32 string selection = target_object.GetActionComponentName( target.GetComponentIndex() );
33 Fence fence = Fence.Cast( target_object );
35 if ( fence && fence.IsLocked() && selection ==
"wall_interact" )
45 Fence fence = Fence.Cast( action_data.
m_Target.GetObject() );
49 if ( combination_lock )
51 combination_lock.AddHealth(
"",
"",-(combination_lock.GetMaxHealth(
"",
"")/
CYCLES));
53 if ( combination_lock.IsDamageDestroyed() )
55 combination_lock.UnlockOnServer( action_data.
m_Player, fence );
66 return " destroyed combination lock with " + action_data.
m_MainItem.GetDisplayName();
ref CCIBase m_ConditionItem
ref CCTBase m_ConditionTarget
void ActionTarget(Object object, Object parent, int componentIndex, vector cursorHitPos, float utility, string surfaceName="")
void ActionContinuousBase()
ref ActionTarget m_Target
void ActionDestroyCombinationLock()
override void CreateConditionComponents()
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
override string GetAdminLogMessage(ActionData action_data)
override void OnFinishProgressServer(ActionData action_data)
override void CreateActionComponent()
DayZPlayerConstants
defined in C++