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- class ActionCloseDoors: ActionInteractBase
- {
- ref NoiseParams m_NoisePar;
-
- void ActionCloseDoors()
- {
- m_CommandUID = DayZPlayerConstants.CMD_ACTIONMOD_OPENDOORFW;
- m_StanceMask = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
- m_Text = "#close";
- }
- override void CreateConditionComponents()
- {
- m_ConditionItem = new CCINone();
- m_ConditionTarget = new CCTCursor();
- }
- override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
- {
- if (!target)
- return false;
- if (!IsBuilding(target))
- return false;
-
- Building building;
- if (Class.CastTo(building, target.GetObject()))
- {
- int doorIndex = building.GetDoorIndex(target.GetComponentIndex());
- if (doorIndex != -1)
- {
- if (!IsInReach(player, target, UAMaxDistances.DEFAULT))
- return false;
- return building.CanDoorBeClosed(doorIndex);
- }
- }
- return false;
- }
- override void OnStartServer(ActionData action_data)
- {
- super.OnStartServer(action_data);
-
- Building building;
- if (Class.CastTo(building, action_data.m_Target.GetObject()))
- {
- int doorIndex = building.GetDoorIndex(action_data.m_Target.GetComponentIndex());
- if (doorIndex != -1)
- {
- if (building.CanDoorBeClosed(doorIndex))
- {
- building.CloseDoor(doorIndex);
- }
- }
- }
- }
-
- override void OnEndServer(ActionData action_data)
- {
- super.OnEndServer(action_data);
-
- m_NoisePar = new NoiseParams();
- m_NoisePar.LoadFromPath("CfgVehicles SurvivorBase NoiseActionDefault");
- NoiseSystem noise = GetGame().GetNoiseSystem();
- if (noise)
- {
- if (action_data.m_Player)
- noise.AddNoisePos(action_data.m_Player, action_data.m_Target.GetObject().GetPosition(), m_NoisePar, NoiseAIEvaluate.GetNoiseReduction(GetGame().GetWeather()));
- }
- }
-
- override bool IsLockTargetOnUse()
- {
- return false;
- }
- }
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