49    GetGame().GetMission().AddActiveInputExcludes({
"actonViewOpticExcl"});
 
 
   57      GetGame().GetMission().AddActiveInputExcludes({
"actonViewOpticExcl"});
 
 
   65      if (!
optic.IsInOptics())
 
 
   75      if (!
optic.IsInOptics())
 
 
   85    GetGame().GetMission().RemoveActiveInputExcludes({
"actonViewOpticExcl"});
 
 
   95      GetGame().GetMission().RemoveActiveInputExcludes({
"actonViewOpticExcl"});
 
 
  114    if (!
item.HasEnergyManager())
 
  116    else if (
item.GetCompEM() && 
item.GetCompEM().CanWork())
 
 
  124    player.SetIronsights(
false);
 
  125    player.SetHandheldOpticsInUse(
true);
 
  128    optic.HideSelection(
"hide");
 
  129    if (
optic.HasEnergyManager())
 
  130      optic.GetCompEM().SwitchOn();
 
  131    player.GetAimingModel().SetAimNoiseAllowed(
false);
 
 
  136    optic.ShowSelection(
"hide");
 
  138    player.SetHandheldOpticsInUse(
false);
 
  139    if (
optic.HasEnergyManager())
 
  140      optic.GetCompEM().SwitchOff();
 
  141    player.GetAimingModel().SetAimNoiseAllowed(
true);
 
 
 
ref CCIBase m_ConditionItem
 
ref CCTBase m_ConditionTarget
 
override bool IsFullBody(PlayerBase player)
 
void ExitOptics(ItemOptics optic, PlayerBase player)
 
override bool ActionConditionContinue(ActionData action_data)
 
override void OnStartServer(ActionData action_data)
 
bool CanWork(ItemBase item)
 
override void OnStartAnimationLoopServer(ActionData action_data)
 
override void OnEndClient(ActionData action_data)
 
override bool HasTarget()
 
override void OnEndAnimationLoopServer(ActionData action_data)
 
void EnterOptics(ItemOptics optic, PlayerBase player)
 
override bool HasProgress()
 
override void CreateConditionComponents()
 
override void OnStartClient(ActionData action_data)
 
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
 
override void OnStartAnimationLoopClient(ActionData action_data)
 
override void OnEndAnimationLoopClient(ActionData action_data)
 
override void OnEndServer(ActionData action_data)
 
Super root of all classes in Enforce script.
 
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.