73 {
74 Transport trans = Transport.Cast(action_data.m_Target.GetObject());
75 bool accepted = false;
76 int nextSeat = trans.CrewPositionIndex( action_data.m_Target.GetComponentIndex() );
77 Transport transport = Transport.Cast(action_data.m_Target.GetObject());
78 InventoryLocation il = new InventoryLocation;
79 if (transport)
80 {
81 il.
SetVehicle(transport, action_data.m_Player, nextSeat);
82
83
84 if (
GetGame().AddInventoryJunctureEx(action_data.m_Player, action_data.m_Player, il,
true, 10000))
85 {
86 accepted = true;
87 action_data.m_ReservedInventoryLocations.Insert(il);
88 }
89 }
90
91 return accepted;
92 }
proto native void SetVehicle(notnull EntityAI parent, EntityAI e, int idx)
proto native CGame GetGame()