139 {
140 Transport trans = Transport.Cast(action_data.
m_Target.GetObject());
141 bool accepted = false;
142 int nextSeat = trans.CrewPositionIndex( action_data.
m_Target.GetComponentIndex() );
143 Transport transport = Transport.Cast(action_data.
m_Target.GetObject());
144 InventoryLocation il = new InventoryLocation;
145 if (transport)
146 {
148
149
150 if (
g_Game.AddInventoryJunctureEx(action_data.
m_Player, action_data.
m_Player, il,
true, 10000, action_data))
151 {
152 accepted = true;
154 }
155 }
156
157 return accepted;
158 }
ref ActionTarget m_Target
ref array< ref InventoryLocation > m_ReservedInventoryLocations
proto native void SetVehicle(notnull EntityAI parent, EntityAI e, int idx)