12 override void CreateConditionComponents()
37 if (
Class.CastTo(building, target.GetObject()))
39 int doorIndex = building.GetDoorIndex(target.GetComponentIndex());
55 super.OnStartServer(action_data);
58 if (
Class.CastTo(building, action_data.m_Target.GetObject()))
60 int doorIndex = building.GetDoorIndex(action_data.m_Target.GetComponentIndex());
65 building.OpenDoor(doorIndex);
73 super.OnEndServer(action_data);
76 m_NoisePar.LoadFromPath(
"CfgVehicles SurvivorBase NoiseActionDefault");
80 if (action_data.m_Player)
81 noise.AddNoisePos(action_data.m_Player, action_data.m_Target.GetObject().GetPosition(),
m_NoisePar,
NoiseAIEvaluate.GetNoiseReduction(
GetGame().GetWeather()));
ref NoiseParams m_NoisePar
ActionOpenDoors ActionInteractBase CheckIfDoorIsLocked()
bool IsInReach(PlayerBase player, ActionTarget target, float maxDistance=1.0)
ref CCIBase m_ConditionItem
bool IsBuilding(ActionTarget target)
ref CCTBase m_ConditionTarget
override void OnEndServer(ActionData action_data)
override bool IsLockTargetOnUse()
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
override void OnStartServer(ActionData action_data)
bool CheckIfDoorIsLocked()
Super root of all classes in Enforce script.
DayZPlayerConstants
defined in C++
proto native CGame GetGame()
class NoiseSystem NoiseParams()