145{
147
149 {
152 m_Text = "#open";
153 }
154
156 {
157 m_ConditionItem =
new CCINone();
159 }
160
162 {
163 return true;
164 }
165
167 {
168 return true;
169 }
170
172 {
173 if (!target)
174 return false;
175
176 if (!IsBuilding(target))
177 return false;
178
179 Building building;
181 {
182 int doorIndex = building.GetDoorIndex(target.GetComponentIndex());
183 if (doorIndex != -1)
184 {
186 return false;
187
189
190 }
191 }
192
193 return false;
194 }
195
197 {
198 super.OnStartServer(action_data);
199
200 Building building;
201 if (
Class.
CastTo(building, action_data.m_Target.GetObject()))
202 {
203 int doorIndex = building.GetDoorIndex(action_data.m_Target.GetComponentIndex());
204 if (doorIndex != -1)
205 {
207 {
208 building.OpenDoor(doorIndex);
209 }
210 }
211 }
212 }
213
215 {
216 super.OnEndServer(action_data);
217
219 m_NoisePar.LoadFromPath(
"CfgVehicles SurvivorBase NoiseActionDefault");
222 {
223 if (action_data.m_Player)
225 }
226 }
227
229 {
230 return false;
231 }
232}
233
235{
237 {
238 return false;
239 }
240
242 {
243 return false;
244 }
245};
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.