12 override void CreateConditionComponents()
27 if (
Class.CastTo(building, target.GetObject()))
29 int doorIndex = building.GetDoorIndex(target.GetComponentIndex());
35 return building.CanDoorBeClosed(doorIndex);
42 override void OnStartServer(ActionData action_data)
44 super.OnStartServer(action_data);
47 if (
Class.CastTo(building, action_data.m_Target.GetObject()))
49 int doorIndex = building.GetDoorIndex(action_data.m_Target.GetComponentIndex());
52 if (building.CanDoorBeClosed(doorIndex))
54 building.CloseDoor(doorIndex);
60 override void OnEndServer(ActionData action_data)
62 super.OnEndServer(action_data);
65 m_NoisePar.LoadFromPath(
"CfgVehicles SurvivorBase NoiseActionDefault");
69 if (action_data.m_Player)
70 noise.AddNoisePos(action_data.m_Player, action_data.m_Target.GetObject().GetPosition(),
m_NoisePar,
NoiseAIEvaluate.GetNoiseReduction(
GetGame().GetWeather()));
74 override bool IsLockTargetOnUse()