104{
106
108 {
111 m_Text = "#open";
112 }
113
115 {
116 m_ConditionItem =
new CCINone();
118 }
119
121 {
122 return true;
123 }
124
126 {
127 return true;
128 }
129
131 {
133 return false;
134
136 return false;
137
140 {
143 {
145 return false;
146
148
149 }
150 }
151
152 return false;
153 }
154
156 {
158
161 {
164 {
166 {
168 }
169 }
170 }
171 }
172
174 {
176
178 m_NoisePar.LoadFromPath(
"CfgVehicles SurvivorBase NoiseActionDefault");
181 {
184 }
185 }
186
188 {
189 return false;
190 }
191}
192
194{
196 {
197 return false;
198 }
199
201 {
202 return false;
203 }
204};
int m_CommandUID
Definition ActionBase.c:31
int m_StanceMask
Definition ActionBase.c:33
void ActionOpenDoors()
Definition ActionOpenDoors.c:96
override void OnEndServer(ActionData action_data)
Definition ActionOpenDoors.c:162
ref NoiseParams m_NoisePar
Definition ActionOpenDoors.c:94
override void CreateConditionComponents()
Definition ActionOpenDoors.c:103
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
Definition ActionOpenDoors.c:119
override bool IsLockTargetOnUse()
Definition ActionOpenDoors.c:176
bool CreatesNoise()
Definition ActionOpenDoors.c:114
ActionOpenDoors ActionInteractBase CheckIfDoorIsLocked()
Definition ActionOpenDoors.c:93
override void OnStartServer(ActionData action_data)
Definition ActionOpenDoors.c:144
class NoiseSystem NoiseParams()
Definition Noise.c:15
Definition ActionInteractBase.c:39
Definition ActionOpenDoors.c:2
Super root of all classes in Enforce script.
Definition EnScript.c:11
Definition InventoryItem.c:731
Definition SensesAIEvaluate.c:2
static float GetNoiseReduction(Weather weather)
Definition SensesAIEvaluate.c:18
Definition PlayerBaseClient.c:2
Definition ActionConstants.c:106
const float DEFAULT
Definition ActionConstants.c:108
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.