38 int doorIndex = building.
GetDoorIndex(target.GetComponentIndex());
51 int doorIndex = building.
GetDoorIndex(target.GetComponentIndex());
52 if ( doorIndex != -1 )
63 MiscGameplayFunctions.DealAbsoluteDmg(action_data.m_MainItem,
APPLIED_DMG);
class ActionTargets ActionTarget
bool IsInReach(PlayerBase player, ActionTarget target, float maxDistance=1.0)
ref CCIBase m_ConditionItem
bool IsBuilding(ActionTarget target)
ref CCTBase m_ConditionTarget
void ActionContinuousBase()
void LockDoor(ActionTarget target)
override void CreateConditionComponents()
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
override void OnFinishProgressServer(ActionData action_data)
override bool IsLockTargetOnUse()
override void CreateActionComponent()
proto native void LockDoor(int index, bool force=false)
Locks the door if not already locked, resets the door health. 'force = true' will close the door if o...
bool CanDoorBeLocked(int doorIndex)
Check if the door is closed and if the door is unlocked.
int GetLockCompatibilityType(int doorIdx)
Which door is compatible with which key (door idx supplied). Bitwise.
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.
DayZPlayerConstants
defined in C++
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.