26 m_LockTargetOnUse =
false;
27 m_Text =
"#start_the_car";
32 m_ConditionTarget =
new CCTNone();
33 m_ConditionItem =
new CCINone();
62 super.OnStartServer(action_data);
72 if (car.CheckOperationalState())
79 super.OnEndServer(action_data);
91 car.SetCarEngineSoundState(CarEngineSoundState.NONE);
122 car.OnBeforeEngineStart();
static const float MINIMUM_BATTERY_ENERGY
ActionStartCarCB SOUND_IGNITION_DELAY
bool m_SparkCon
DEPRECATED.
bool m_BatteryCon
DEPRECATED.
void ActionStartEngine()
DEPRECATED.
bool m_FuelCon
DEPRECATED.
bool m_BeltCon
DEPRECATED.
const float ROUGH_SPECIALTY_WEIGHT
class ActionTargets ActionTarget
bool CanBeUsedInVehicle()
void CreateConditionComponents()
void OnFinishProgressServer(ActionData action_data)
override void CreateActionComponent()
override void OnStartServer(ActionData action_data)
override void OnEndServer(ActionData action_data)
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
void OnExecuteServer(ActionData action_data)
override ScriptCallQueue GetCallQueue(int call_category)
Super root of all classes in Enforce script.
proto native Transport GetTransport()
proto void CallLater(func fn, int delay=0, bool repeat=false, void param1=NULL, void param2=NULL, void param3=NULL, void param4=NULL, void param5=NULL, void param6=NULL, void param7=NULL, void param8=NULL, void param9=NULL)
adds call into the queue with given parameters and arguments (arguments are held in memory until the ...
Base native class for all motorized wheeled vehicles.
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.