114{
116
118 {
122 }
123
125 {
128 }
129
131 {
132 return true;
133 }
134
136 {
137 return true;
138 }
139
141 {
142 if (!target)
143 return false;
144
146 return false;
147
150 {
152 doorParams.
m_DoorIndex = building.GetDoorIndex(target.GetComponentIndex());
154 {
156 return false;
157
158 if (!building.DoorsDirectionalCheck(player,target.GetComponentIndex()))
159 return false;
160
163
164 return building.CanDoorBeOpened(doorParams);
165 }
166 }
167
168 return false;
169 }
170
172 {
173 super.OnStartServer(action_data);
174
177 {
181 {
184 if (building.CanDoorBeOpened(doorParams))
186 }
187 }
188 }
189
191 {
192 super.OnEndServer(action_data);
193
195 m_NoisePar.LoadFromPath(
"CfgVehicles SurvivorBase NoiseActionDefault");
198 {
200 {
203 }
204 }
205 }
206
208 {
209 return false;
210 }
211}
212
214{
216 {
217 return false;
218 }
219
221 {
222 return false;
223 }
224}
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.