35 if (
Class.CastTo(building, target.GetObject())&&
Class.CastTo(tool, item))
37 int doorIndex = building.GetDoorIndex(target.GetComponentIndex());
38 if (doorIndex != -1 && tool.GetKeyCompatibilityType() & building.GetLockCompatibilityType(doorIndex))
39 return building.IsDoorLocked(doorIndex);
48 if (
Class.CastTo(building, target.GetObject()) )
50 int doorIndex = building.GetDoorIndex(target.GetComponentIndex());
51 if ( doorIndex != -1 )
53 building.UnlockDoor(doorIndex);
63 MiscGameplayFunctions.DealAbsoluteDmg(action_data.m_MainItem,
APPLIED_DMG);
void CreateActionComponent()
bool IsInReach(PlayerBase player, ActionTarget target, float maxDistance=1.0)
ref CCIBase m_ConditionItem
bool IsBuilding(ActionTarget target)
ref CCTBase m_ConditionTarget
void UnlockDoor(ActionTarget target)
override void OnFinishProgressServer(ActionData action_data)
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
override void CreateConditionComponents()
override bool IsLockTargetOnUse()
Super root of all classes in Enforce script.
DayZPlayerConstants
defined in C++