40 if (player.GetItemInHands() && player.GetItemInHands().IsHeavyBehaviour())
45 if (player.GetCommand_Vehicle())
50 int componentIndex = target.GetComponentIndex();
51 int crew_index = trans.CrewPositionIndex(componentIndex);
57 Human crew = trans.CrewMember(crew_index);
63 if (!trans.CrewCanGetThrough(crew_index) || !trans.
IsAreaAtDoorFree(crew_index))
69 trans.GetActionComponentNameList(componentIndex, selections);
71 for (
int i = 0; i < selections.Count(); i++)
73 if (trans.CanReachSeatFromDoors(selections[i], player.GetPosition(), 1.0))
84 super.Start( action_data );
87 int componentIndex = action_data.m_Target.GetComponentIndex();
88 int crew_index = trans.CrewPositionIndex(componentIndex);
91 int seat = trans.GetSeatAnimationType(crew_index);
92 HumanCommandVehicle vehCommand = action_data.m_Player.StartCommand_Vehicle(trans, crew_index, seat);
98 if (action_data.m_Player.GetInventory())
100 action_data.m_Player.GetInventory().LockInventory(LOCK_FROM_SCRIPT);
107 super.OnStartServer(action_data);
112 car.ForceUpdateLightsStart();
123 if (action_data.m_State ==
UA_START)
125 if (!action_data.m_Player.GetCommand_Vehicle() || !action_data.m_Player.GetCommand_Vehicle().IsGettingIn())
139 if (action_data.m_Player.GetInventory())
141 action_data.m_Player.GetInventory().UnlockInventory(LOCK_FROM_SCRIPT);
147 super.OnEndServer(action_data);
149 if (action_data.m_Player.GetInventory())
151 action_data.m_Player.GetInventory().UnlockInventory(LOCK_FROM_SCRIPT);
157 car.ForceUpdateLightsEnd();
164 bool accepted =
false;
165 int nextSeat = trans.CrewPositionIndex( action_data.m_Target.GetComponentIndex() );
170 il.
SetVehicle(transport, action_data.m_Player, nextSeat);
173 if (
GetGame().AddInventoryJunctureEx(action_data.m_Player, action_data.m_Player, il,
true, 10000))
176 action_data.m_ReservedInventoryLocations.Insert(il);
class ActionTargets ActionTarget
proto static native void End()
Finalizes the testing process.
ref CCIBase m_ConditionItem
ref CCTBase m_ConditionTarget
override void Start(ActionData action_data)
override bool HasProgress()
override void OnEndServer(ActionData action_data)
override void OnStartServer(ActionData action_data)
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 int GetActionCategory()
override void OnEndClient(ActionData action_data)
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)
override bool IsAreaAtDoorFree(int currentSeat, float maxAllowedObjHeight=0.5, float horizontalExtents=0.5, float playerHeight=1.7)
Base native class for all motorized wheeled vehicles.
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
DayZPlayerConstants
defined in C++
proto native CGame GetGame()
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.