115{
117
119 {
122 m_Text = "#open";
123 }
124
126 {
127 m_ConditionItem =
new CCINone();
129 }
130
132 {
133 return true;
134 }
135
137 {
138 return true;
139 }
140
142 {
143 if (!target)
144 return false;
145
146 if (!IsBuilding(target))
147 return false;
148
149 Building building;
151 {
152 int doorIndex = building.GetDoorIndex(target.GetComponentIndex());
153 if (doorIndex != -1)
154 {
156 return false;
157
159
160 }
161 }
162
163 return false;
164 }
165
167 {
168 super.OnStartServer(action_data);
169
170 Building building;
171 if (
Class.
CastTo(building, action_data.m_Target.GetObject()))
172 {
173 int doorIndex = building.GetDoorIndex(action_data.m_Target.GetComponentIndex());
174 if (doorIndex != -1)
175 {
177 {
178 building.OpenDoor(doorIndex);
179 }
180 }
181 }
182 }
183
185 {
186 super.OnEndServer(action_data);
187
189 m_NoisePar.LoadFromPath(
"CfgVehicles SurvivorBase NoiseActionDefault");
192 {
193 if (action_data.m_Player)
195 }
196 }
197
199 {
200 return false;
201 }
202}
203
205{
207 {
208 return false;
209 }
210
212 {
213 return false;
214 }
215};
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.