36 if (!transport.CanGetIn())
39 if (player.GetItemInHands() && player.GetItemInHands().IsHeavyBehaviour())
42 if (player.GetCommand_Vehicle())
45 int componentIndex = target.GetComponentIndex();
46 int crewIndex = transport.CrewPositionIndex(componentIndex);
50 Human crew = transport.CrewMember(crewIndex);
54 if (!transport.CrewCanGetThrough(crewIndex) || !transport.IsAreaAtDoorFreeDiag(crewIndex))
58 transport.GetActionComponentNameList(componentIndex, selections);
59 int selectionCount = selections.Count();
60 vector playerPosition = player.GetPosition();
62 for (
int i = 0; i < selectionCount; ++i)
64 if (transport.CanReachSeatFromDoors(selections[i], playerPosition, 1.0))
73 super.Start(action_data);
76 int componentIndex = action_data.
m_Target.GetComponentIndex();
77 int crewIndex = transport.CrewPositionIndex(componentIndex);
81 if (transport.HasDirectionalInOutAction())
83 vector fwd = transport.GetDirection();
88 vector toTarget = transport.GetPosition() - playerPosition;
99 seat = transport.GetSeatAnimationTypeDirectional(crewIndex, direction);
102 seat = transport.GetSeatAnimationType(crewIndex);
122 if (!action_data.
m_Player.GetCommand_Vehicle() || !action_data.
m_Player.GetCommand_Vehicle().IsGettingIn())
141 bool accepted =
false;
142 int nextSeat = trans.CrewPositionIndex( action_data.
m_Target.GetComponentIndex() );
150 if (
g_Game.AddInventoryJunctureEx(action_data.
m_Player, action_data.
m_Player, il,
true, 10000, action_data))
ref CCIBase m_ConditionItem
ref CCTBase m_ConditionTarget
void ActionTarget(Object object, Object parent, int componentIndex, vector cursorHitPos, float utility, string surfaceName="")
proto static native void End()
Finalizes the testing process.
ref ActionTarget m_Target
ref array< ref InventoryLocation > m_ReservedInventoryLocations
override void Start(ActionData action_data)
override bool HasProgress()
override bool AddActionJuncture(ActionData action_data)
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
override void CreateConditionComponents()
override bool CanBeUsedInRestrain()
override void OnUpdate(ActionData action_data)
void ActionGetInTransport()
override void OnEnd(ActionData action_data)
override int GetActionCategory()
Super root of all classes in Enforce script.
proto native void SetVehicleType(int pVehicleType)
proto native void SetVehicle(notnull EntityAI parent, EntityAI e, int idx)
Native class for boats - handles physics simulation.
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
static float Dot(vector v1, vector v2)
Returns Dot product of vector v1 and vector v2.
proto float Normalize()
Normalizes vector. Returns length.
DayZPlayerConstants
defined in C++
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.
proto native vector Vector(float x, float y, float z)
Vector constructor from components.