38 int doorIndex = building.GetDoorIndex(target.GetComponentIndex());
39 if (doorIndex != -1 && tool.GetKeyCompatibilityType() & building.GetLockCompatibilityType(doorIndex))
40 return building.CanDoorBeLocked(doorIndex);
51 int doorIndex = building.GetDoorIndex(target.GetComponentIndex());
52 if ( doorIndex != -1 )
54 building.LockDoor(doorIndex);
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()
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.