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()
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.