38 int doorIndex = building.
GetDoorIndex(target.GetComponentIndex());
46 EntityAI attachmentEntity = building.FindAttachmentBySlotName(relatedSlotName);
47 if (!attachmentEntity)
51 if (attachment && attachment.IsExternalLockType())
68 int doorIndex = building.
GetDoorIndex(target.GetComponentIndex());
69 if ( doorIndex != -1 )
bool IsInReach(PlayerBase player, ActionTarget target, float maxDistance=1.0)
bool IsBuilding(ActionTarget target)
ref CCIBase m_ConditionItem
ref CCTBase m_ConditionTarget
void ActionTarget(Object object, Object parent, int componentIndex, vector cursorHitPos, float utility, string surfaceName="")
void ActionContinuousBase()
ref ActionTarget m_Target
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()
ref TStringArray m_RelatedInventorySlotNames
Lock compatibility type, now in door config. Lockpick enabled by default if undefined.
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...
AdditionalDoorInfo GetDoorInfo(int doorIdx)
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.