39 int doorIndex = building.GetDoorIndex(target.GetComponentIndex());
55 super.OnStartServer(action_data);
58 if (
Class.
CastTo(building, action_data.m_Target.GetObject()))
60 int doorIndex = building.GetDoorIndex(action_data.m_Target.GetComponentIndex());
65 building.OpenDoor(doorIndex);
73 super.OnEndServer(action_data);
76 m_NoisePar.LoadFromPath(
"CfgVehicles SurvivorBase NoiseActionDefault");
80 if (action_data.m_Player)
class ActionTargets ActionTarget
class NoiseSystem NoiseParams()
bool IsInReach(PlayerBase player, ActionTarget target, float maxDistance=1.0)
ref CCIBase m_ConditionItem
bool IsBuilding(ActionTarget target)
ref CCTBase m_ConditionTarget
void ActionInteractBase()
override void OnEndServer(ActionData action_data)
ref NoiseParams m_NoisePar
override bool IsLockTargetOnUse()
override void CreateConditionComponents()
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
override void OnStartServer(ActionData action_data)
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.