142{
144
146 {
150 }
151
153 {
156 }
157
159 {
160 return true;
161 }
162
164 {
166 return false;
167
169 return false;
170
173 {
176 {
178 return false;
179
181
182 }
183 }
184
185 return false;
186 }
187
189 {
192 {
195 {
197 {
199 }
200 }
201 }
202 }
203
205 {
207 m_NoisePar.LoadFromPath(
"CfgVehicles SurvivorBase NoiseActionDefault");
210 {
213 }
214 }
215}
216
218{
220 {
221 return false;
222 }
223
225 {
227
228 }
229};
string m_Text
Definition ActionBase.c:49
bool IsInReach(PlayerBase player, ActionTarget target, float maxDistance=1.0)
Definition ActionBase.c:928
void OnEndServer(ActionData action_data)
Definition ActionBase.c:1039
bool IsBuilding(ActionTarget target)
Definition ActionBase.c:918
ref CCIBase m_ConditionItem
Definition ActionBase.c:55
ref CCTBase m_ConditionTarget
Definition ActionBase.c:56
int m_StanceMask
Definition ActionBase.c:53
void ActionOpenDoors()
Definition ActionOpenDoors.c:82
override void OnEndServer(ActionData action_data)
Definition ActionOpenDoors.c:141
ref NoiseParams m_NoisePar
Definition ActionOpenDoors.c:80
override void CreateConditionComponents()
Definition ActionOpenDoors.c:89
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
Definition ActionOpenDoors.c:100
ActionOpenDoors ActionInteractBase CheckIfDoorIsLocked()
Definition ActionOpenDoors.c:79
override void OnStartServer(ActionData action_data)
Definition ActionOpenDoors.c:125
class NoiseSystem NoiseParams()
Definition Noise.c:15
Definition ActionBase.c:21
Definition ActionInteractBase.c:55
Definition ActionOpenDoors.c:2
Super root of all classes in Enforce script.
Definition EnScript.c:11
Definition InventoryItem.c:731
Definition PlayerBaseClient.c:2
Definition ActionConstants.c:105
const float DEFAULT
Definition ActionConstants.c:107
DayZPlayerConstants
defined in C++
Definition dayzplayer.c:602
proto native CGame GetGame()
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.