28 if( !target )
return false;
37 int doorIndex = building.GetDoorIndex(target.GetComponentIndex());
38 if ( doorIndex != -1 )
39 return building.IsDoorLocked(doorIndex);
50 int doorIndex = building.GetDoorIndex(target.GetComponentIndex());
51 if ( doorIndex != -1 )
53 building.UnlockDoor(doorIndex);
67 float skillLevel = action_data.
m_Player.GetSoftSkillsManager().GetSpecialtyLevel();
68 float appliedDamage = 5 + 2*skillLevel;
69 MiscGameplayFunctions.DealAbsoluteDmg(action_data.
m_MainItem, appliedDamage);
protected float m_SpecialtyWeight
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 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)
override void CreateConditionComponents()
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
protected void UnlockDoor(ActionTarget target)
protected int m_CommandUID
protected m_CallbackClass
Super root of all classes in Enforce script.
DayZPlayerConstants
defined in C++
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.