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 ActionRepairCarPart()
PlayerSpawnPreset slotName
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)
override int GetCarDoorsState(string slotType)
Super root of all classes in Enforce script.
provides access to slot configuration
static proto native owned string GetSlotName(int id)
converts slot_id to string
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'.