19 m_Text =
"#dial_combination_lock";
46 if (!target.GetObject())
50 if (lock && lock.GetHierarchyParent() && Fence.Cast(lock.GetHierarchyParent()))
68 combination_lock.DialNextNumber();
71 if (!combination_lock.IsLockedOnGate())
74 combination_lock.UnlockServer(action_data.
m_Player, target_entity.GetHierarchyParent());
void CreateConditionComponents()
protected float m_SpecialtyWeight
void OnActionInfoUpdate(PlayerBase player, ActionTarget target, ItemBase item)
ref CCIBase m_ConditionItem
ref CCTBase m_ConditionTarget
ActionDialCombinationLockOnTargetCB ActionContinuousBaseCB ActionDialCombinationLockOnTarget()
class ActionTargets ActionTarget
protected ActionData m_ActionData
protected void OnFinishProgressServer(ActionData action_data)
ref CABase m_ActionComponent
ref ActionTarget m_Target
private const float REPEAT_AFTER_SEC
override void CreateActionComponent()
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
override bool HasProneException()
string GetDialNumberText()
CombinationLock GetCombinationLock()
void SetCombinationLock(CombinationLock combination_lock)
DayZPlayerConstants
defined in C++