125{
127
129 {
133 }
134
136 {
139 }
140
142 {
143 return true;
144 }
145
147 {
148 return true;
149 }
150
152 {
153 if (!target)
154 return false;
155
157 return false;
158
161 {
163 doorParams.
m_DoorIndex = building.GetDoorIndex(target.GetComponentIndex());
165 {
167 return false;
168
169 if (!building.DoorsDirectionalCheck(player,target.GetComponentIndex()))
170 return false;
171
174
175 return building.CanDoorBeOpened(doorParams);
176 }
177 }
178
179 return false;
180 }
181
183 {
184 super.OnStartServer(action_data);
185
188 {
192 {
195 if (building.CanDoorBeOpened(doorParams))
197 }
198 }
199 }
200
202 {
203 super.OnEndServer(action_data);
204
206 m_NoisePar.LoadFromPath(
"CfgVehicles SurvivorBase NoiseActionDefault");
209 {
211 {
214 }
215 }
216 }
217
219 {
220 return false;
221 }
222}
223
225{
227 {
228 return false;
229 }
230
232 {
233 return false;
234 }
235}
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.