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()
class ActionTargets ActionTarget
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.