29 int doorIndex = building.GetDoorIndex(target.GetComponentIndex());
35 if (!building.DoorsDirectionalCheck(player,target.GetComponentIndex()))
38 return building.CanDoorBeClosed(doorIndex);
47 super.OnStartServer(action_data);
52 int doorIndex = building.GetDoorIndex(action_data.
m_Target.GetComponentIndex());
55 if (building.CanDoorBeClosed(doorIndex))
57 building.CloseDoor(doorIndex);
65 super.OnEndServer(action_data);
68 m_NoisePar.LoadFromPath(
"CfgVehicles SurvivorBase NoiseActionDefault");
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="")
class NoiseSystem NoiseParams()
override bool IsLockTargetOnUse()
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
override void OnEndServer(ActionData action_data)
ref NoiseParams m_NoisePar
override void CreateConditionComponents()
override void OnStartServer(ActionData action_data)
ref ActionTarget m_Target
void ActionInteractBase()
Super root of all classes in Enforce script.
proto void AddNoisePos(EntityAI source_entity, vector pos, NoiseParams noise_params, float external_strenght_multiplier=1.0)
DayZPlayerConstants
defined in C++
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.