class ActionUnlockDoors
ActionUnlockDoors › ActionContinuousBase › AnimatedActionBase › ActionBase › ActionBase_Basic
Constructors 1
void ActionUnlockDoors()References AnimatedActionBase.m_CallbackClass, AnimatedActionBase.m_CommandUID, ActionBase.m_FullBody
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, ActionBase.m_StanceMask, and ActionBase.m_TextConstants 1
protected const float APPLIED_DMG = 6Methods 5
override void CreateConditionComponents()override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)References Class.Cast(), Class.CastTo(), EntityAI.FindAttachmentBySlotName()
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, ActionTarget.GetComponentIndex(), Building.GetDoorIndex(), Building.GetDoorInfo(), ToolBase.GetKeyCompatibilityType(), Building.GetLockCompatibilityType(), ActionTarget.GetObject(), ActionBase.IsBuilding(), Building.IsDoorLocked(), ItemBase.IsExternalLockType(), ActionBase.IsInReach(), UAMaxDistances.DEFAULT, and AdditionalDoorInfo.m_RelatedInventorySlotNamesprotected void UnlockDoor(ActionTarget target)References Class.CastTo(), ActionTarget.GetComponentIndex(), Building.GetDoorIndex()
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, ActionTarget.GetObject(), and Building.UnlockDoor()Referenced by OnFinishProgressServer()
override void OnFinishProgressServer(ActionData action_data)References MiscGameplayFunctions.DealAbsoluteDmg(), UnlockDoor(), APPLIED_DMG
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, ActionData.m_MainItem, and ActionData.m_Targetoverride bool IsLockTargetOnUse()