130{
132
134 {
138 }
139
141 {
144 }
145
147 {
148 return true;
149 }
150
152 {
153 return true;
154 }
155
157 {
158 if (!target)
159 return false;
160
162 return false;
163
166 {
168 doorParams.
m_DoorIndex = building.GetDoorIndex(target.GetComponentIndex());
170 {
172 return false;
173
174 if (!building.DoorsDirectionalCheck(player,target.GetComponentIndex()))
175 return false;
176
179
180 return building.CanDoorBeOpened(doorParams);
181 }
182 }
183
184 return false;
185 }
186
188 {
189 super.OnStartServer(action_data);
190
193 {
197 {
200 if (building.CanDoorBeOpened(doorParams))
202 }
203 }
204 }
205
207 {
208 super.OnEndServer(action_data);
209
211 m_NoisePar.LoadFromPath(
"CfgVehicles SurvivorBase NoiseActionDefault");
214 {
216 {
219 }
220 }
221 }
222
224 {
225 return false;
226 }
227}
228
230{
232 {
233 return false;
234 }
235
237 {
238 return false;
239 }
240}
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.