60 super.OnStartClient(action_data);
67 super.OnStartServer(action_data);
109 super.OnEndServer(action_data);
117 if (!
GetGame().IsMultiplayer())
141 if (!item.HasEnergyManager())
145 else if (item.GetCompEM() && item.GetCompEM().CanWork())
155 player.SetIronsights(
false);
156 player.SetHandheldOpticsInUse(
true);
157 player.SetOptics(
true);
162 if (optic.HasEnergyManager())
163 optic.GetCompEM().SwitchOn();
165 player.GetAimingModel().SetAimNoiseAllowed(
false);
171 player.SetHandheldOpticsInUse(
false);
176 if (optic.HasEnergyManager())
177 optic.GetCompEM().SwitchOff();
179 player.GetAimingModel().SetAimNoiseAllowed(
true);
void ActionTarget(Object object, Object parent, int componentIndex, vector cursorHitPos, float utility, string surfaceName="")
ref CCIBase m_ConditionItem
ref CCTBase m_ConditionTarget
void ActionContinuousBase()
override bool IsFullBody(PlayerBase player)
void ExitOptics(ItemOptics optic, PlayerBase player)
override bool ActionConditionContinue(ActionData action_data)
override void OnStartServer(ActionData action_data)
bool CanWork(ItemBase item)
override void OnStartAnimationLoopServer(ActionData action_data)
override void OnEndClient(ActionData action_data)
override bool HasTarget()
override void OnEndAnimationLoopServer(ActionData action_data)
void EnterOptics(ItemOptics optic, PlayerBase player)
override bool HasProgress()
override void CreateConditionComponents()
override void OnStartClient(ActionData action_data)
override bool CanBeUsedLeaning()
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
override void OnStartAnimationLoopClient(ActionData action_data)
override bool IsCameraLockOnPerform()
override void OnEndAnimationLoopClient(ActionData action_data)
override void OnEndServer(ActionData action_data)
proto native Mission GetMission()
Super root of all classes in Enforce script.
proto native bool ExitOptics()
switches out of optics mode (if possible)
proto native bool IsInOptics()
is weapon in optics mode or not
proto native bool EnterOptics()
switches to optics mode if possible
override void ShowSelection(string selection_name)
override void HideSelection(string selection_name)
void AddActiveInputExcludes(array< string > excludes)
void RemoveActiveInputExcludes(array< string > excludes, bool bForceSupress=false)
deprecated
DayZPlayerConstants
defined in C++
proto native CGame GetGame()
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.