19 m_Text =
"#destroy_combination_lock";
30 Object target_object = target.GetObject();
31 string selection = target_object.GetActionComponentName( target.GetComponentIndex() );
32 Fence fence = Fence.Cast( target_object );
34 if ( fence && fence.IsLocked() && selection ==
"wall_interact" )
44 Fence fence = Fence.Cast( action_data.
m_Target.GetObject() );
48 if ( combination_lock )
50 combination_lock.AddHealth(
"",
"",-(combination_lock.GetMaxHealth(
"",
"")/
CYCLES));
52 if ( combination_lock.IsDamageDestroyed() )
54 combination_lock.UnlockServer( action_data.
m_Player, fence );
68 return " destroyed combination lock with " + action_data.
m_MainItem.GetDisplayName();
protected float m_SpecialtyWeight
ref CCIBase m_ConditionItem
ref CCTBase m_ConditionTarget
protected bool m_FullBody
protected int m_StanceMask
class ActionTargets ActionTarget
protected ActionData m_ActionData
ref CABase m_ActionComponent
ref ActionTarget m_Target
override void CreateActionComponent()
override void OnFinishProgressServer(ActionData action_data)
void ActionDestroyCombinationLock()
override string GetAdminLogMessage(ActionData action_data)
override void CreateConditionComponents()
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
protected int m_CommandUID
protected m_CallbackClass
override ScriptCallQueue GetCallQueue(int call_category)
proto void CallLater(func fn, int delay=0, bool repeat=false, void param1=NULL, void param2=NULL, void param3=NULL, void param4=NULL, void param5=NULL, void param6=NULL, void param7=NULL, void param8=NULL, void param9=NULL)
adds call into the queue with given parameters and arguments (arguments are held in memory until the ...
DayZPlayerConstants
defined in C++
proto native CGame GetGame()