197{
199
201 {
205 }
206
208 {
211 }
212
214 {
215 return true;
216 }
217
219 {
220 return true;
221 }
222
224 {
225 if (!target)
226 return false;
227
229 return false;
230
233 {
235 doorParams.
m_DoorIndex = building.GetDoorIndex(target.GetComponentIndex());
237 {
239 return false;
240
241 if (!building.DoorsDirectionalCheck(player,target.GetComponentIndex()))
242 return false;
243
246
247 return building.CanDoorBeOpened(doorParams);
248 }
249 }
250
251 return false;
252 }
253
255 {
256 super.OnStartServer(action_data);
257
260 {
264 {
267 if (building.CanDoorBeOpened(doorParams))
269 }
270 }
271 }
272
274 {
275 super.OnEndServer(action_data);
276
278 m_NoisePar.LoadFromPath(
"CfgVehicles SurvivorBase NoiseActionDefault");
281 {
283 {
286 }
287 }
288 }
289
291 {
292 return false;
293 }
294}
295
297{
299 {
300 return false;
301 }
302
304 {
305 return false;
306 }
307}
bool IsInReach(PlayerBase player, ActionTarget target, float maxDistance=1.0)
bool IsBuilding(ActionTarget target)
ref CCIBase m_ConditionItem
ref CCTBase m_ConditionTarget
override bool IsLockTargetOnUse()
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
override void OnStartServer(ActionData action_data)
override void OnEndServer(ActionData action_data)
ref NoiseParams m_NoisePar
override void CreateConditionComponents()
ActionOpenDoors ActionInteractBase CheckIfDoorIsLocked()
void ActionTarget(Object object, Object parent, int componentIndex, vector cursorHitPos, float utility, string surfaceName="")
class NoiseSystem NoiseParams()
ref ActionTarget m_Target
bool CheckIfDoorIsLocked()
Super root of all classes in Enforce script.
proto void AddNoisePos(EntityAI source_entity, vector pos, NoiseParams noise_params, float external_strenght_multiplier=1.0)
DayZPlayerConstants
defined in C++
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.