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()
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.