37 if (controlledDevice && controlledDevice.GetPairDevice() != item)
44 if (controlledDevice && !controlledDevice.IsRuined() && controlledDevice.GetArmed())
62 super.OnExecuteServer(action_data);
68 if (controlledDevice && !controlledDevice.IsRuined())
70 controlledDevice.OnActivatedByItem(action_data.m_MainItem);
71 action_data.m_MainItem.SetAnimationPhase(
"trigger", 1);
72 action_data.m_MainItem.SetAnimationPhase(
"lever", 1);
class ActionTargets ActionTarget
ref CCIBase m_ConditionItem
ref CCTBase m_ConditionTarget
void ActionSingleUseBase()
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
override bool HasTarget()
override bool HasProneException()
override bool HasProgress()
override void CreateConditionComponents()
override void OnExecuteServer(ActionData action_data)
void ActionTriggerRemotely()
EntityAI GetControlledDevice()
const float EXPLOSIVE_REMOTE_ACTIVATION
static proto native float DistanceSq(vector v1, vector v2)
Returns the square distance between tips of two 3D vectors.
DayZPlayerConstants
defined in C++
static proto float SqrFloat(float f)
Returns squared value.