37 if ( item.GetQuantity() <= 0 )
43 if (target.GetObject().IsDamageDestroyed())
46 Car car =
Car.Cast(target.GetObject());
47 Boat boat = Boat.Cast(target.GetObject());
50 if (car.GetFluidFraction(
CarFluid.FUEL ) >= 0.98)
55 if ( boat.GetFluidFraction(
BoatFluid.FUEL ) >= 0.98 )
62 target.GetObject().GetActionComponentNameList(target.GetComponentIndex(), selections);
68 for (
int s = 0; s < selections.Count(); s++)
70 if ( selections[s] == vehicle.GetActionCompNameFuel() )
72 float dist =
vector.
DistanceSq( vehicle.GetRefillPointPosWS(), player.GetPosition() );
74 if ( dist < vehicle.GetActionDistanceFuel() * vehicle.GetActionDistanceFuel() )
void ActionTarget(Object object, Object parent, int componentIndex, vector cursorHitPos, float utility, string surfaceName="")
BoatFluid
Type of vehicle's fluid. (native, do not change or extend)
CarFluid
Type of vehicle's fluid. (native, do not change or extend)
bool IsTransport(ActionTarget target)
ref CCIBase m_ConditionItem
ref CCTBase m_ConditionTarget
void ActionContinuousBase()
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
const string FUEL_SELECTION_NAME
override void CreateConditionComponents()
override void CreateActionComponent()
const float TIME_TO_REPEAT
Native class for boats - handles physics simulation.
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
static proto native float DistanceSq(vector v1, vector v2)
Returns the square distance between tips of two 3D vectors.
DayZPlayerConstants
defined in C++
const int LIQUID_GASOLINE