39 if ( target_IB.IsLockedInSlot() )
41 else if ( target_IB.IsAlive() )
64 if ( target_IB && parent_EAI )
72 bool isPresent = targetDoor.GetInventory().GetCurrentInventoryLocation( loc );
74 if ( !isPresent || loc.
GetSlot() == -1 )
84 if ( target_IB.IsLockedInSlot() )
86 else if ( target_IB.IsAlive() )
88 else if ( !target_IB.IsLockedInSlot() )
91 targetType = target_IB.GetLockType();
93 for (
int i = 0; i < compLock.Count(); i++)
95 if ( targetType == compLock[i] && targetType !=
eLockTypes.NONE)
106 super.OnStartAnimationLoop( action_data );
128 super.OnEndAnimationLoop( action_data );
142 MiscGameplayFunctions.DealAbsoluteDmg(action_data.m_MainItem, 5);
144 if (target_IB.IsLockedInSlot())
146 target_IB.UnlockFromParent();
150 target_IB.LockToParent();
class ActionTargets ActionTarget
PlayerSpawnPreset slotName
ref CCIBase m_ConditionItem
ref CCTBase m_ConditionTarget
void CreateActionComponent()
void ActionContinuousBase()
override void CreateConditionComponents()
override void OnStartAnimationLoop(ActionData action_data)
override void OnActionInfoUpdate(PlayerBase player, ActionTarget target, ItemBase item)
const string UNLOCK_VERSION
void ActionLockAttachment()
override void OnFinishProgressServer(ActionData action_data)
override void OnEnd(ActionData action_data)
const string LOCK_VERSION
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
override void OnEndAnimationLoop(ActionData action_data)
proto native void RPCSingleParam(Object target, int rpc_type, Param param, bool guaranteed, PlayerIdentity recipient=null)
see CGame.RPC
override int GetCarDoorsState(string slotType)
proto native int GetSlot()
returns slot id if current type is Attachment
static proto native owned string GetSlotName(int id)
converts slot_id to string
provides access to slot configuration
const float BASEBUILDING_REPAIR_FAST
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
DayZPlayerConstants
defined in C++
proto native CGame GetGame()