177{
179
181 {
184 m_Text = "#open";
185 }
186
188 {
189 m_ConditionItem =
new CCINone();
191 }
192
194 {
195 return true;
196 }
197
199 {
200 return true;
201 }
202
204 {
205 if (!target)
206 return false;
207
208 if (!IsBuilding(target))
209 return false;
210
211 Building building;
213 {
214 int doorIndex = building.GetDoorIndex(target.GetComponentIndex());
215 if (doorIndex != -1)
216 {
218 return false;
219
221
222 }
223 }
224
225 return false;
226 }
227
229 {
230 super.OnStartServer(action_data);
231
232 Building building;
233 if (
Class.
CastTo(building, action_data.m_Target.GetObject()))
234 {
235 int doorIndex = building.GetDoorIndex(action_data.m_Target.GetComponentIndex());
236 if (doorIndex != -1)
237 {
239 {
240 building.OpenDoor(doorIndex);
241 }
242 }
243 }
244 }
245
247 {
248 super.OnEndServer(action_data);
249
251 m_NoisePar.LoadFromPath(
"CfgVehicles SurvivorBase NoiseActionDefault");
254 {
255 if (action_data.m_Player)
257 }
258 }
259
261 {
262 return false;
263 }
264}
265
267{
269 {
270 return false;
271 }
272
274 {
275 return false;
276 }
277};
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()
bool CheckIfDoorIsLocked()
proto native NoiseSystem GetNoiseSystem()
Super root of all classes in Enforce script.
static float GetNoiseReduction(Weather weather)
proto void AddNoisePos(EntityAI source_entity, vector pos, NoiseParams noise_params, float external_strenght_multiplier=1.0)
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.