30 Object targetObject = target.GetObject();
34 targetObject.GetActionComponentNameList(target.GetComponentIndex(), selections);
39 for (
int i = 0; i < selections.Count(); i++)
54 super.OnStartServer(action_data);
57 if (
Class.
CastTo(targetEnt, action_data.m_Target.GetObject()))
71 if (
Class.
CastTo(car, action_data.m_Target.GetObject()))
73 car.ForceUpdateLightsStart();
79 super.OnEndServer(action_data);
82 if (
Class.
CastTo(car, action_data.m_Target.GetObject()))
84 car.ForceUpdateLightsEnd();
class ActionTargets ActionTarget
override void OnStartServer(ActionData action_data)
void ActionAnimateCarSelection()
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
override void CreateConditionComponents()
override void OnEndServer(ActionData action_data)
bool IsInReach(PlayerBase player, ActionTarget target, float maxDistance=1.0)
ref CCIBase m_ConditionItem
ref CCTBase m_ConditionTarget
void ActionInteractBase()
override string GetAnimSourceFromSelection(string selection)
Super root of all classes in Enforce script.
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
DayZPlayerConstants
defined in C++
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.