120{
122
124 {
127 m_Text = "#open";
128 }
129
131 {
132 m_ConditionItem =
new CCINone();
134 }
135
137 {
138 return true;
139 }
140
142 {
143 return true;
144 }
145
147 {
148 if (!target)
149 return false;
150
151 if (!IsBuilding(target))
152 return false;
153
154 Building building;
156 {
157 int doorIndex = building.GetDoorIndex(target.GetComponentIndex());
158 if (doorIndex != -1)
159 {
161 return false;
162
164
165 }
166 }
167
168 return false;
169 }
170
172 {
173 super.OnStartServer(action_data);
174
175 Building building;
176 if (
Class.
CastTo(building, action_data.m_Target.GetObject()))
177 {
178 int doorIndex = building.GetDoorIndex(action_data.m_Target.GetComponentIndex());
179 if (doorIndex != -1)
180 {
182 {
183 building.OpenDoor(doorIndex);
184 }
185 }
186 }
187 }
188
190 {
191 super.OnEndServer(action_data);
192
194 m_NoisePar.LoadFromPath(
"CfgVehicles SurvivorBase NoiseActionDefault");
197 {
198 if (action_data.m_Player)
200 }
201 }
202
204 {
205 return false;
206 }
207}
208
210{
212 {
213 return false;
214 }
215
217 {
218 return false;
219 }
220};
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.