104{
106
108 {
111 m_Text = "#open";
112 }
113
115 {
116 m_ConditionItem =
new CCINone();
118 }
119
121 {
122 return true;
123 }
124
126 {
127 return true;
128 }
129
131 {
132 if (!target)
133 return false;
134
135 if (!IsBuilding(target))
136 return false;
137
138 Building building;
140 {
141 int doorIndex = building.GetDoorIndex(target.GetComponentIndex());
142 if (doorIndex != -1)
143 {
145 return false;
146
148
149 }
150 }
151
152 return false;
153 }
154
156 {
157 super.OnStartServer(action_data);
158
159 Building building;
160 if (
Class.
CastTo(building, action_data.m_Target.GetObject()))
161 {
162 int doorIndex = building.GetDoorIndex(action_data.m_Target.GetComponentIndex());
163 if (doorIndex != -1)
164 {
166 {
167 building.OpenDoor(doorIndex);
168 }
169 }
170 }
171 }
172
174 {
175 super.OnEndServer(action_data);
176
178 m_NoisePar.LoadFromPath(
"CfgVehicles SurvivorBase NoiseActionDefault");
181 {
182 if (action_data.m_Player)
184 }
185 }
186
188 {
189 return false;
190 }
191}
192
194{
196 {
197 return false;
198 }
199
201 {
202 return false;
203 }
204};
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.