17 m_Text =
"#STR_USRACT_TURN";
27 m_ConditionItem =
new CCINone();
36 if (targetEntity.HasTurnableValveBehavior())
38 int valveIndex = targetEntity.GetTurnableValveIndex(target.GetComponentIndex());
46 return targetEntity.IsValveTurnable(valveIndex);
56 super.OnStart(action_data);
58 action_data.m_Player.TryHideItemInHands(
true);
64 action_data.m_Player.TryHideItemInHands(
false);
66 super.OnEnd(action_data);
class ActionTargets ActionTarget
ActionTurnValveCB ActionContinuousBaseCB ActionTurnValve()
bool IsInReach(PlayerBase player, ActionTarget target, float maxDistance=1.0)
void OnStart(ActionData action_data)
void CreateConditionComponents()
override void CreateActionComponent()
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
Super root of all classes in Enforce script.
DayZPlayerConstants
defined in C++
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.