21 Object targetObject = target.GetObject();
22 if ( targetObject && targetObject.CanUseConstruction() )
24 Fence fence = Fence.Cast( targetObject );
26 if ( fence && fence.CanOpenFence() )
29 targetObject.GetActionComponentNameList(target.GetComponentIndex(), selections);
31 for (
int i = 0; i < selections.Count(); i++ )
44 super.OnStartServer(action_data);
46 Fence fence = Fence.Cast( action_data.m_Target.GetObject() );
52 super.OnEndServer(action_data);
55 m_NoisePar.LoadFromPath(
"CfgVehicles SurvivorBase NoiseActionDefault");
59 if ( action_data.m_Player )
class ActionTargets ActionTarget
class NoiseSystem NoiseParams()
ref CCIBase m_ConditionItem
ref CCTBase m_ConditionTarget
void ActionInteractBase()
ref NoiseParams m_NoisePar
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
override void CreateConditionComponents()
override void OnEndServer(ActionData action_data)
override void OnStartServer(ActionData action_data)
const string SELECTION_INTERACT
proto native NoiseSystem GetNoiseSystem()
static float GetNoiseReduction(Weather weather)
proto void AddNoisePos(EntityAI source_entity, vector pos, NoiseParams noise_params, float external_strenght_multiplier=1.0)
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
DayZPlayerConstants
defined in C++
proto native CGame GetGame()