106 if (!
GetGame().IsMultiplayer())
114 tent.SetAllowDamage(
true);
116 tent.ProcessInvulnerabilityCheck(
tent.GetInvulnerabilityTypeString());
ref CCIBase m_ConditionItem
ref CCTBase m_ConditionTarget
RepairCarChassisActionReciveData m_DamageZone
PluginBase GetPlugin(typename plugin_type)
ref CABase m_ActionComponent
override void CreateActionComponent()
override void WriteToContext(ParamsWriteContext ctx, ActionData action_data)
override void CreateConditionComponents()
override bool HasTarget()
override void HandleReciveData(ActionReciveData action_recive_data, ActionData action_data)
override ActionData CreateActionData()
int m_LastValidComponentIndex
override bool ReadFromContext(ParamsReadContext ctx, out ActionReciveData action_recive_data)
void ActionRepairTentPart()
override void OnFinishProgressServer(ActionData action_data)
string m_CurrentDamageZone
override bool IsUsingProxies()
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
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.