30 if (!pActionData.m_Player)
33 if (!pActionData.
m_Car)
36 pActionData.
m_Car.SetCarHornState(pState);
41 return trans.GetSeatAnimationType(trans.CrewMemberIndex(player)) ==
DayZPlayerConstants.VEHICLESEAT_DRIVER;
50class CarHornActionReceiveData : ActionReciveData
69 m_CallbackClass = ActionCarHornShortCB;
96 m_ConditionItem =
new CCINone();
97 m_ConditionTarget =
new CCTNone();
119 super.OnUpdate(action_data);
131 super.OnEndInput(action_data);
140 super.OnStart(action_data);
144 carHornData.
m_Car =
CarScript.Cast(action_data.m_Player.GetCommand_Vehicle().GetTransport());
149 super.OnStartServer(action_data);
157 super.OnEndServer(action_data);
165 super.WriteToContext(ctx, action_data);
175 if (!action_recive_data)
177 action_recive_data =
new CarHornActionReceiveData();
180 super.ReadFromContext(ctx, action_recive_data);
183 if (!ctx.
Read(needUpdate))
187 if (!ctx.
Read(carScript))
190 CarHornActionReceiveData carHornReceivedData = CarHornActionReceiveData.Cast(action_recive_data);
191 carHornReceivedData.m_ActionNeedEnd = needUpdate;
192 carHornReceivedData.m_Car = carScript;
199 super.HandleReciveData(action_recive_data, action_data);
201 CarHornActionReceiveData carHornReceivedData = CarHornActionReceiveData.Cast(action_recive_data);
204 carHornData.
m_Car = carHornReceivedData.m_Car;
261 super.OnUpdate(action_data);
273 super.OnEndInput(action_data);
279 if (
Class.
CastTo(callback, action_data.m_Callback))
288 super.OnStart(action_data);
292 carHornData.
m_Car =
CarScript.Cast(action_data.m_Player.GetCommand_Vehicle().GetTransport());
297 super.OnStartServer(action_data);
306 super.OnEndServer(action_data);
314 super.WriteToContext(ctx, action_data);
324 if (!action_recive_data)
326 action_recive_data =
new CarHornActionReceiveData();
329 super.ReadFromContext(ctx, action_recive_data);
332 if (!ctx.
Read(needUpdate))
336 if (!ctx.
Read(carScript))
339 CarHornActionReceiveData carHornReceivedData = CarHornActionReceiveData.Cast(action_recive_data);
340 carHornReceivedData.m_ActionNeedEnd = needUpdate;
341 carHornReceivedData.m_Car = carScript;
348 super.HandleReciveData(action_recive_data, action_data);
350 CarHornActionReceiveData carHornReceivedData = CarHornActionReceiveData.Cast(action_recive_data);
353 carHornData.
m_Car = carHornReceivedData.m_Car;
class ActionCarHornBase m_ActionNeedEnd
CarHornActionData ActionData ActionCarHornShort()
class ActionTargets ActionTarget
ActionData CreateActionData()
bool HasProgress()
For UI: hiding of progress bar.
bool CanBeUsedInVehicle()
ref CCIBase m_ConditionItem
bool ReadFromContext(ParamsReadContext ctx, out ActionReciveData action_recive_data)
void WriteToContext(ParamsWriteContext ctx, ActionData action_data)
void OnStart(ActionData action_data)
void OnEndInput(ActionData action_data)
void HandleReciveData(ActionReciveData action_recive_data, ActionData action_data)
ref CCTBase m_ConditionTarget
static void SetCarHornState(CarHornActionData pActionData, int pState)
static bool ActionCondition(PlayerBase player)
static bool PlayerIsDriver(Transport trans, PlayerBase player)
static bool BatteryIsVital(ItemBase battery)
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
override void HandleReciveData(ActionReciveData action_recive_data, ActionData action_data)
override void OnEndInput(ActionData action_data)
override bool UseMainItem()
override void OnStart(ActionData action_data)
override ActionData CreateActionData()
override bool HasTarget()
override bool ReadFromContext(ParamsReadContext ctx, out ActionReciveData action_recive_data)
override void OnStartServer(ActionData action_data)
override bool HasProgress()
override void WriteToContext(ParamsWriteContext ctx, ActionData action_data)
override void OnUpdate(ActionData action_data)
special case - manually ends the action on exec event
override void CreateConditionComponents()
override void OnEndServer(ActionData action_data)
override bool CanBeUsedInVehicle()
void ActionContinuousBase()
override void EndActionComponent()
override bool HasTarget()
override void CreateConditionComponents()
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
override void OnStartServer(ActionData action_data)
override void OnEndServer(ActionData action_data)
Super root of all classes in Enforce script.
proto native Transport GetTransport()
proto bool Write(void value_out)
proto bool Read(void value_in)
Native class for boats - handles physics simulation.
DayZPlayerConstants
defined in C++
Serializer ParamsReadContext
Serializer ParamsWriteContext
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.