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);