29 int doorIndex = building.GetDoorIndex(target.GetComponentIndex());
35 return building.IsDoorOpen(doorIndex);
47 int doorIndex = building.GetDoorIndex(action_data.
m_Target.GetComponentIndex());
50 building.CloseDoor(doorIndex);
58 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()
override void OnEndServer(ActionData action_data)
ref NoiseParams m_NoisePar
override void CreateConditionComponents()
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
override void OnStartServer(ActionData action_data)
ref ActionTarget m_Target
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.