6 m_Text =
"#detach_combination_lock";
17 if (!target.GetObject())
24 EntityAI parent = lock.GetHierarchyParent();
28 int facingSide = lock.GetLockSideByComponentIndex(target.GetComponentIndex());
32 if (parent.CanUseConstruction())
62 if (!combinationLock || facingSide == -1)
65 combinationLock.CheckLockedStateServer(facingSide);
68 if (!combinationLock.IsLockedOnParent())
76 combinationLock.UnlockOnServer(action_data.
m_Player, targetEntity.GetHierarchyParent(), facingSide);
80 combinationLock.StartItemSoundServer(SoundConstants.ITEM_COMBINATION_LOCK_WRONG_COMBINATION);
86 super.OnEndServer(action_data);
93 combinationLock.StopItemSoundServer(SoundConstants.ITEM_COMBINATION_LOCK_WRONG_COMBINATION);
ref CCIBase m_ConditionItem
ref CCTBase m_ConditionTarget
void ClearInventoryReservationEx(ActionData action_data)
void ClearActionJuncture(ActionData action_data)
void ActionTarget(Object object, Object parent, int componentIndex, vector cursorHitPos, float utility, string surfaceName="")
override void OnEndServer(ActionData action_data)
void ActionCombinationLockUnlock()
void TryUnlockLock(ActionData action_data)
override void OnExecuteServer(ActionData action_data)
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
override void CreateConditionComponents()
override void OnExecute(ActionData action_data)
Only handles single player/offline handling.
ref ActionTarget m_Target
void ActionInteractBase()
void SetCombinationLock(CombinationLock combination_lock)
CombinationLock GetCombinationLock()
int GetCombinationLockSide()
void SetCombinationLockSide(int lockSide)
DayZPlayerConstants
defined in C++