142 {
143 Transport trans = Transport.Cast(action_data.m_Target.GetObject());
144 bool accepted = false;
145 int nextSeat = trans.CrewPositionIndex( action_data.m_Target.GetComponentIndex() );
146 Transport transport = Transport.Cast(action_data.m_Target.GetObject());
147 InventoryLocation il = new InventoryLocation;
148 if (transport)
149 {
150 il.
SetVehicle(transport, action_data.m_Player, nextSeat);
151
152
153 if (
GetGame().AddInventoryJunctureEx(action_data.m_Player, action_data.m_Player, il,
true, 10000))
154 {
155 accepted = true;
156 action_data.m_ReservedInventoryLocations.Insert(il);
157 }
158 }
159
160 return accepted;
161 }
proto native void SetVehicle(notnull EntityAI parent, EntityAI e, int idx)
proto native CGame GetGame()