38 Motorbike trans = null;
50 if (player.GetItemInHands() && player.GetItemInHands().IsHeavyBehaviour())
55 int componentIndex = target.GetComponentIndex();
56 int crew_index = trans.CrewPositionIndex(componentIndex);
64 return trans.CanPickUp();
69 super.Start( action_data );
71 Motorbike trans = Motorbike.Cast(action_data.
m_Target.GetObject());
86 bool accepted =
false;
87 int nextSeat = trans.CrewPositionIndex( action_data.
m_Target.GetComponentIndex() );
ref CCIBase m_ConditionItem
ref CCTBase m_ConditionTarget
void ActionTarget(Object object, Object parent, int componentIndex, vector cursorHitPos, float utility, string surfaceName="")
ref ActionTarget m_Target
ref array< ref InventoryLocation > m_ReservedInventoryLocations
void ActionInteractBase()
override void CreateConditionComponents()
void ActionPickUpMotorbike()
override bool IsInstant()
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
override bool AddActionJuncture(ActionData action_data)
override bool HasProgress()
override bool IsLockTargetOnUse()
override bool CanBeUsedInVehicle()
override int GetActionCategory()
override void Start(ActionData action_data)
Super root of all classes in Enforce script.
proto native void SetVehicle(notnull EntityAI parent, EntityAI e, int idx)
Native class for boats - handles physics simulation.
DayZPlayerConstants
defined in C++
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.