15 if (trans.NeedElectricitySourceDevice())
17 EntityAI battery = trans.GetElectricitySourceDevice();
42 return trans.GetSeatAnimationType(trans.CrewMemberIndex(player)) ==
DayZPlayerConstants.VEHICLESEAT_DRIVER;
46class VehicleHornActionReceiveData : ActionReciveData
64 m_CallbackClass = ActionVehicleHornShortCB;
115 super.OnUpdate(action_data);
127 super.OnEndInput(action_data);
136 super.OnStart(action_data);
145 super.OnStartServer(action_data);
153 super.OnEndServer(action_data);
161 super.WriteToContext(ctx, action_data);
171 if (!action_recive_data)
172 action_recive_data =
new VehicleHornActionReceiveData();
174 super.ReadFromContext(ctx, action_recive_data);
177 if (!ctx.
Read(needUpdate))
181 if (!ctx.
Read(transport))
184 VehicleHornActionReceiveData vehicleHornReceivedData = VehicleHornActionReceiveData.Cast(action_recive_data);
185 vehicleHornReceivedData.m_ActionNeedEnd = needUpdate;
186 vehicleHornReceivedData.m_Transport = transport;
193 super.HandleReciveData(action_recive_data, action_data);
195 VehicleHornActionReceiveData vehicleHornReceivedData = VehicleHornActionReceiveData.Cast(action_recive_data);
197 vehicleHornData.
m_ActionNeedEnd = vehicleHornReceivedData.m_ActionNeedEnd;
198 vehicleHornData.
m_Transport = vehicleHornReceivedData.m_Transport;
256 super.OnUpdate(action_data);
268 super.OnEndInput(action_data);
283 super.OnStart(action_data);
292 super.OnStartServer(action_data);
301 super.OnEndServer(action_data);
309 super.WriteToContext(ctx, action_data);
319 if (!action_recive_data)
321 action_recive_data =
new VehicleHornActionReceiveData();
324 super.ReadFromContext(ctx, action_recive_data);
327 if (!ctx.
Read(needUpdate))
331 if (!ctx.
Read(transport))
334 VehicleHornActionReceiveData vehicleHornReceivedData = VehicleHornActionReceiveData.Cast(action_recive_data);
335 vehicleHornReceivedData.m_ActionNeedEnd = needUpdate;
336 vehicleHornReceivedData.m_Transport = transport;
343 super.HandleReciveData(action_recive_data, action_data);
345 VehicleHornActionReceiveData vehicleHornReceivedData = VehicleHornActionReceiveData.Cast(action_recive_data);
347 vehicleHornData.
m_ActionNeedEnd = vehicleHornReceivedData.m_ActionNeedEnd;
348 vehicleHornData.
m_Transport = vehicleHornReceivedData.m_Transport;
ActionData CreateActionData()
void OnEndInput(ActionData action_data)
ref CCIBase m_ConditionItem
ref CCTBase m_ConditionTarget
bool HasProgress()
For UI: hiding of progress bar.
void HandleReciveData(ActionReciveData action_recive_data, ActionData action_data)
bool CanBeUsedInVehicle()
class ActionCarHornBase m_ActionNeedEnd
obsolete
void ActionTarget(Object object, Object parent, int componentIndex, vector cursorHitPos, float utility, string surfaceName="")
VehicleHornActionData ActionData ActionVehicleHornShort()
void ReadFromContext(ParamsReadContext ctx)
void WriteToContext(ParamsWriteContext ctx)
void VehicleHornComponent(notnull EntityAI parent)
void SetCommand(int command_uid)
void ActionContinuousBase()
override void EndActionComponent()
override bool HasTarget()
override void CreateConditionComponents()
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
static bool ActionCondition(PlayerBase player)
static void SetHornState(VehicleHornActionData pActionData, int pMode)
static bool PlayerIsDriver(Transport trans, PlayerBase player)
override void OnEndInput(ActionData action_data)
override void HandleReciveData(ActionReciveData action_recive_data, ActionData action_data)
override void OnStartServer(ActionData action_data)
override ActionData CreateActionData()
override bool UseMainItem()
void ActionVehicleHornLong()
override void WriteToContext(ParamsWriteContext ctx, ActionData action_data)
override void OnStart(ActionData action_data)
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
override bool HasTarget()
override bool CanBeUsedInVehicle()
override void OnUpdate(ActionData action_data)
special case - manually ends the action on exec event
override bool HasProgress()
override bool ReadFromContext(ParamsReadContext ctx, out ActionReciveData action_recive_data)
override void CreateConditionComponents()
override void OnEndServer(ActionData action_data)
override void OnStartServer(ActionData action_data)
override void OnEndServer(ActionData action_data)
Super root of all classes in Enforce script.
proto native Transport GetTransport()
proto bool Write(void value_out)
proto bool Read(void value_in)
Native class for boats - handles physics simulation.
DayZPlayerConstants
defined in C++
Serializer ParamsReadContext
Serializer ParamsWriteContext
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.