12     override void CreateConditionComponents()  
 
   18     protected bool CheckIfDoorIsLocked()
 
   32         if (
Class.CastTo(building, target.GetObject()))
 
   34             int doorIndex = building.GetDoorIndex(target.GetComponentIndex());
 
   40                 return building.CanDoorBeOpened(doorIndex, CheckIfDoorIsLocked());
 
   48     override void OnStartServer(
ActionData action_data)
 
   51         if (
Class.CastTo(building, action_data.m_Target.GetObject()))
 
   53             int doorIndex = building.GetDoorIndex(action_data.m_Target.GetComponentIndex());
 
   56                 if (building.CanDoorBeOpened(doorIndex, CheckIfDoorIsLocked()))
 
   58                     building.OpenDoor(doorIndex);
 
   64     override void OnEndServer(
ActionData action_data)
 
   67         m_NoisePar.LoadFromPath(
"CfgVehicles SurvivorBase NoiseActionDefault");
 
   71             if (action_data.m_Player)
 
   72                 noise.AddNoisePos(action_data.m_Player, action_data.m_Target.GetObject().GetPosition(), 
m_NoisePar);