34 int doorIndex = building.GetDoorIndex(target.GetComponentIndex());
40 if (building.IsDoorOpen(doorIndex))
45 if (building.IsDoorLocked(doorIndex))
50 if (!building.IsDoorLocked(doorIndex))
66 int doorIndex = building.GetDoorIndex(action_data.
m_Target.GetComponentIndex());
69 building.OpenDoor(doorIndex);
77 m_NoisePar.LoadFromPath(
"CfgVehicles SurvivorBase NoiseActionDefault");
ref CCIBase m_ConditionItem
ref CCTBase m_ConditionTarget
protected bool IsBuilding(ActionTarget target)
protected bool IsInReach(PlayerBase player, ActionTarget target, float maxDistance=1.0)
protected int m_StanceMask
class ActionTargets ActionTarget
class NoiseSystem NoiseParams()
ref ActionTarget m_Target
override void OnEndServer(ActionData action_data)
ref NoiseParams m_NoisePar
override void CreateConditionComponents()
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
protected bool CheckIfDoorIsLocked()
override void OnStartServer(ActionData action_data)
protected int m_CommandUID
proto native NoiseSystem GetNoiseSystem()
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++
proto native CGame GetGame()
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.