161{
163
165 {
169 }
170
172 {
175 }
176
178 {
179 return true;
180 }
181
183 {
184 return true;
185 }
186
188 {
189 if (!target)
190 return false;
191
193 return false;
194
197 {
199 doorParams.
m_DoorIndex = building.GetDoorIndex(target.GetComponentIndex());
201 {
203 return false;
204
205 if (!building.DoorsDirectionalCheck(player,target.GetComponentIndex()))
206 return false;
207
210
211 return building.CanDoorBeOpened(doorParams);
212 }
213 }
214
215 return false;
216 }
217
219 {
220 super.OnStartServer(action_data);
221
224 {
228 {
231 if (building.CanDoorBeOpened(doorParams))
233 }
234 }
235 }
236
238 {
239 super.OnEndServer(action_data);
240
242 m_NoisePar.LoadFromPath(
"CfgVehicles SurvivorBase NoiseActionDefault");
245 {
247 {
250 }
251 }
252 }
253
255 {
256 return false;
257 }
258}
259
261{
263 {
264 return false;
265 }
266
268 {
269 return false;
270 }
271}
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.