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);
90 int seat = trans.GetSeatAnimationType(crew_index);
91 HumanCommandVehicle vehCommand = action_data.m_Player.StartCommand_Vehicle(trans, crew_index, seat);
102 super.OnStartServer(action_data);
107 car.ForceUpdateLightsStart();
118 if (action_data.m_State ==
UA_START)
120 if (!action_data.m_Player.GetCommand_Vehicle() || !action_data.m_Player.GetCommand_Vehicle().IsGettingIn())
135 if (car &&
GetGame().IsServer())
137 car.ForceUpdateLightsEnd();
144 bool accepted =
false;
145 int nextSeat = trans.CrewPositionIndex( action_data.m_Target.GetComponentIndex() );
150 il.
SetVehicle(transport, action_data.m_Player, nextSeat);
153 if (
GetGame().AddInventoryJunctureEx(action_data.m_Player, action_data.m_Player, il,
true, 10000))
156 action_data.m_ReservedInventoryLocations.Insert(il);
void ActionTarget(Object object, Object parent, int componentIndex, vector cursorHitPos, float utility, string surfaceName="")
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 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 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)
override bool IsAreaAtDoorFree(int currentSeat, float maxAllowedObjHeight=0.5, float horizontalExtents=0.5, float playerHeight=1.7)
Native class for boats - handles physics simulation.
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.