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());
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 void OpenDoor(int index)
Attempts to open the door.
bool CanDoorBeOpened(int doorIndex, bool checkIfLocked=false)
proto native int GetDoorIndex(int componentIndex)
Gets the index of the door based on the view geometry component index.
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++
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.