ActionData CreateActionData()
void CreateConditionComponents()
ref CCIBase m_ConditionItem
ref CCTBase m_ConditionTarget
void HandleReciveData(ActionReciveData action_recive_data, ActionData action_data)
RepairCarChassisActionReciveData m_DamageZone
int m_LastValidComponentIndex
ActionRepairCarEngineCB m_LastValidType
string m_CurrentDamageZone
void ActionRepairCarEngine()
void ReadFromContext(ParamsReadContext ctx)
void WriteToContext(ParamsWriteContext ctx)
void OnFinishProgressServer(ActionData action_data)
ref CABase m_ActionComponent
override void CreateActionComponent()
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
Super root of all classes in Enforce script.
static const string NAME_VIEW
string m_DamageZoneRecived
Serialization general interface. Serializer API works with:
const float BASEBUILDING_REPAIR_FAST
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.
const float DAMAGE_BADLY_DAMAGED_VALUE
const float DAMAGE_RUINED_VALUE
const float DAMAGE_DAMAGED_VALUE
const int STATE_BADLY_DAMAGED
static float RandomFloatInclusive(float min, float max)
Returns a random float number between and min [inclusive] and max [inclusive].
static proto float Clamp(float value, float min, float max)
Clamps 'value' to 'min' if it is lower than 'min', or to 'max' if it is higher than 'max'.