73 {
74 Transport transport = Transport.Cast(action_data.
m_Target.GetObject());
75 bool accepted = false;
76 int nextSeat = -1;
77
78 array<string> selections = new array<string>();
79 transport.GetActionComponentNameList(action_data.
m_Target.GetComponentIndex(), selections);
80
81 for (int i = 0; i < selections.Count(); i++)
82 {
83 m_AnimSource = transport.GetAnimSourceFromSelection( selections[i]) ;
85 {
86 HumanCommandVehicle vehCmd = action_data.
m_Player.GetCommand_Vehicle();
87
89 {
91 }
93 {
95 }
96 break;
97 }
98 }
99
100 InventoryLocation il = new InventoryLocation;
101 if (transport)
102 {
104
105
106 if (
g_Game.AddInventoryJunctureEx(action_data.
m_Player, action_data.
m_Player, il,
true, 10000, action_data))
107 {
108 accepted = true;
110 }
111 }
112 return accepted;
113 }
ref ActionTarget m_Target
ref array< ref InventoryLocation > m_ReservedInventoryLocations
proto native void SetVehicle(notnull EntityAI parent, EntityAI e, int idx)
DayZPlayerConstants
defined in C++