162 {
163 Transport trans = Transport.Cast(action_data.m_Target.GetObject());
164 bool accepted = false;
165 int nextSeat = trans.CrewPositionIndex( action_data.m_Target.GetComponentIndex() );
166 Transport transport = Transport.Cast(action_data.m_Target.GetObject());
167 InventoryLocation il = new InventoryLocation;
168 if (transport)
169 {
170 il.
SetVehicle(transport, action_data.m_Player, nextSeat);
171
172
173 if (
GetGame().AddInventoryJunctureEx(action_data.m_Player, action_data.m_Player, il,
true, 10000))
174 {
175 accepted = true;
176 action_data.m_ReservedInventoryLocations.Insert(il);
177 }
178 }
179
180 return accepted;
181 }
proto native void SetVehicle(notnull EntityAI parent, EntityAI e, int idx)
proto native CGame GetGame()