37 return targetMine.IsActive() && targetMine.CanBeDisarmed();
48 Param1<bool> play =
new Param1<bool>(
true);
58 Param1<bool> play =
new Param1<bool>(
true);
68 Param1<bool> play =
new Param1<bool>(
false);
87 targetMine.OnSteppedOn(action_data.
m_Player);
90 MiscGameplayFunctions.DealAbsoluteDmg(action_data.
m_MainItem, 2);
void CreateConditionComponents()
ref CCIBase m_ConditionItem
ref CCTBase m_ConditionTarget
protected bool IsInReach(PlayerBase player, ActionTarget target, float maxDistance=1.0)
protected bool m_FullBody
protected int m_StanceMask
ActionDisarmMineCB ActionContinuousBaseCB ActionDisarmMine()
class ActionTargets ActionTarget
protected ActionData m_ActionData
void OnStartAnimationLoop(ActionData action_data)
void OnEndAnimationLoop(ActionData action_data)
protected void OnFinishProgressServer(ActionData action_data)
ref CABase m_ActionComponent
ref ActionTarget m_Target
override void CreateActionComponent()
void OnAnimationEvent(ActionData action_data)
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
void RPCSingleParam(Object target, int rpc_type, Param param, bool guaranteed, PlayerIdentity recipient=null)
see CGame.RPC
Super root of all classes in Enforce script.
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.
static int RandomIntInclusive(int min, int max)
Returns a random int number between and min [inclusive] and max [inclusive].