30 int componentIndex = target.GetComponentIndex();
38 nextSeatIdx = trans.CrewPositionIndex( componentIndex );
40 if ( nextSeatIdx < 0 )
43 Human crew = trans.CrewMember( nextSeatIdx );
47 if ( !trans.CanReachSeatFromSeat( trans.CrewMemberIndex( player ), nextSeatIdx ) )
55 super.OnStart(action_data);
60 if (
Class.
CastTo(trans, action_data.m_Target.GetObject()) )
62 int nextSeat = trans.CrewPositionIndex( action_data.m_Target.GetComponentIndex() );
63 int seat = trans.GetSeatAnimationType( nextSeat );
69 action_data.m_Player.OnVehicleSwitchSeat( nextSeat );
81 if( !hcv || !action_data.m_Player.GetCommand_Vehicle().IsSwitchSeat() )
96 bool accepted =
false;
97 int currSeat = trans.CrewMemberIndex(action_data.m_Player);
98 int nextSeat = trans.CrewPositionIndex( action_data.m_Target.GetComponentIndex() );
103 il.
SetVehicle(transport, action_data.m_Player, nextSeat);
106 if (
GetGame().AddInventoryJunctureEx(action_data.m_Player, action_data.m_Player, il,
true, 10000))
109 action_data.m_ReservedInventoryLocations.Insert(il);
114 il.
SetVehicle(transport, action_data.m_Player, currSeat);
116 if (
GetGame().AddInventoryJunctureEx(action_data.m_Player, action_data.m_Player, il,
true, 10000))
118 action_data.m_ReservedInventoryLocations.Insert(il);
void ActionTarget(Object object, Object parent, int componentIndex, vector cursorHitPos, float utility, string surfaceName="")
proto static native void End()
Finalizes the testing process.
void ClearActionJuncture(ActionData action_data)
ref CCIBase m_ConditionItem
ref CCTBase m_ConditionTarget
override bool AddActionJuncture(ActionData action_data)
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
override bool CanBeUsedInVehicle()
override void CreateConditionComponents()
override void OnUpdate(ActionData action_data)
override void OnStart(ActionData action_data)
Super root of all classes in Enforce script.
proto native void SwitchSeat(int pTransportPositionIndex, int pVehicleSeat)
proto native void SetVehicle(notnull EntityAI parent, EntityAI e, int idx)
Native class for boats - handles physics simulation.
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.