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◆ ActionCondition()
◆ ActionOpenDoors()
void CheckIfDoorIsLocked::ActionOpenDoors |
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◆ CheckIfDoorIsLocked()
bool CheckIfDoorIsLocked |
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◆ CreateConditionComponents()
override void CheckIfDoorIsLocked::CreateConditionComponents |
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◆ OnEndServer()
Original action didn't add any noise to the NoiseSystem
Definition at line 137 of file ActionOpenDoors.c.
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201 m_NoisePar.LoadFromPath(
"CfgVehicles SurvivorBase NoiseActionDefault");
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bool IsInReach(PlayerBase player, ActionTarget target, float maxDistance=1.0)
void OnEndServer(ActionData action_data)
bool IsBuilding(ActionTarget target)
ref CCIBase m_ConditionItem
ref CCTBase m_ConditionTarget
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
override void OnStartServer(ActionData action_data)
override void OnEndServer(ActionData action_data)
ref NoiseParams m_NoisePar
override void CreateConditionComponents()
ActionOpenDoors ActionInteractBase CheckIfDoorIsLocked()
class NoiseSystem NoiseParams()
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.
◆ OnStartServer()
Definition at line 123 of file ActionOpenDoors.c.
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187 m_NoisePar.LoadFromPath(
"CfgVehicles SurvivorBase NoiseActionDefault");
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◆ m_NoisePar