37 return targetMine.IsActive() && targetMine.CanBeDisarmed();
48 Param1<bool> play =
new Param1<bool>(
true);
58 Param1<bool> play =
new Param1<bool>(
true);
68 Param1<bool> play =
new Param1<bool>(
false);
76 Class.
CastTo(targetMine, action_data.m_Target.GetObject());
87 targetMine.OnSteppedOn(action_data.m_Player);
90 MiscGameplayFunctions.DealAbsoluteDmg(action_data.m_MainItem, 2);
ActionDisarmMineCB ActionContinuousBaseCB ActionDisarmMine()
class ActionTargets ActionTarget
void CreateConditionComponents()
void OnEndAnimationLoop(ActionData action_data)
void OnStartAnimationLoop(ActionData action_data)
void OnFinishProgressServer(ActionData action_data)
override void CreateActionComponent()
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
void OnExecute(ActionData action_data)
proto native void RPCSingleParam(Object target, int rpc_type, Param param, bool guaranteed, PlayerIdentity recipient=null)
see CGame.RPC
Super root of all classes in Enforce script.
DayZPlayerConstants
defined in C++
proto native CGame GetGame()
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.
static int RandomIntInclusive(int min, int max)
Returns a random int number between and min [inclusive] and max [inclusive].