ref CCIBase m_ConditionItem
ref CCTBase m_ConditionTarget
RepairCarChassisActionReciveData m_DamageZone
ref CABase m_ActionComponent
override void CreateActionComponent()
override ActionData CreateActionData()
override void CreateConditionComponents()
override void WriteToContext(ParamsWriteContext ctx, ActionData action_data)
override void OnFinishProgressServer(ActionData action_data)
override bool ReadFromContext(ParamsReadContext ctx, out ActionReciveData action_recive_data)
void ActionRepairCarChassis()
int m_LastValidComponentIndex
override void HandleReciveData(ActionReciveData action_recive_data, ActionData action_data)
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
string m_CurrentDamageZone
Super root of all classes in Enforce script.
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'.