37 carDoor.GetActionComponentNameList(target.GetComponentIndex(), selections);
39 string animSource =
"";
41 for (
int i = 0; i < selections.Count(); i++)
47 if (idx != -1 && !car.IsAreaAtDoorFree(idx))
55 float animationPhase = car.GetAnimationPhase(animSource);
68 super.OnStartServer(action_data);
81 string animSource =
"";
90 carDoor.GetActionComponentNameList(action_data.m_Target.GetComponentIndex(), selections);
91 for (
int i = 0; i < selections.Count(); i++)
104 car.ForceUpdateLightsStart();
105 car.SetAnimationPhase(animSource, phase);
111 super.OnEndServer(action_data);
116 car.ForceUpdateLightsEnd();
class ActionTargets ActionTarget
bool IsInReach(PlayerBase player, ActionTarget target, float maxDistance=1.0)
ref CCIBase m_ConditionItem
ref CCTBase m_ConditionTarget
void FillCommandUIDPerCrewIdx(int crewIdx0, int crewIdx1, int crewIdx2, int crewIdx3)
int m_CommandUIDPerCrewIdx[4]
override void CreateConditionComponents()
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
void ActionCarDoorsOutside()
override void OnStartServer(ActionData action_data)
void FillCommandUIDPerCrewIdx(int evenCrewIdx0, int unevenCrewIdx1)
override void OnEndServer(ActionData action_data)
void ActionInteractBase()
override int GetSeatIndexFromDoor(string pDoorSelection)
override string GetAnimSourceFromSelection(string selection)
Super root of all classes in Enforce script.
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
DayZPlayerConstants
defined in C++
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.