1[
Obsolete(
"replaced by ActionVehicleHornBase")]
34 if (!pActionData.
m_Car)
37 pActionData.
m_Car.SetCarHornState(pState);
42 return trans.GetSeatAnimationType(trans.CrewMemberIndex(player)) ==
DayZPlayerConstants.VEHICLESEAT_DRIVER;
52class CarHornActionReceiveData : ActionReciveData
66[
Obsolete(
"replaced by ActionVehicleHornShortCB")]
69[
Obsolete(
"replaced by ActionVehicleHornShort")]
107 return CarHornShortActionInput;
124 super.OnUpdate(action_data);
136 super.OnEndInput(action_data);
145 super.OnStart(action_data);
154 super.OnStartServer(action_data);
162 super.OnEndServer(action_data);
170 super.WriteToContext(ctx, action_data);
180 if (!action_recive_data)
182 action_recive_data =
new CarHornActionReceiveData();
185 super.ReadFromContext(ctx, action_recive_data);
188 if (!ctx.
Read(needUpdate))
192 if (!ctx.
Read(carScript))
195 CarHornActionReceiveData carHornReceivedData = CarHornActionReceiveData.Cast(action_recive_data);
196 carHornReceivedData.m_ActionNeedEnd = needUpdate;
197 carHornReceivedData.m_Car = carScript;
204 super.HandleReciveData(action_recive_data, action_data);
206 CarHornActionReceiveData carHornReceivedData = CarHornActionReceiveData.Cast(action_recive_data);
209 carHornData.
m_Car = carHornReceivedData.m_Car;
213[
Obsolete(
"replaced by ActionVehicleHornLong")]
216 void ActionCarHornLong()
267 super.OnUpdate(action_data);
279 super.OnEndInput(action_data);
292 override void OnStart(ActionData action_data)
294 super.OnStart(action_data);
303 super.OnStartServer(action_data);
312 super.OnEndServer(action_data);
320 super.WriteToContext(ctx, action_data);
330 if (!action_recive_data)
332 action_recive_data =
new CarHornActionReceiveData();
335 super.ReadFromContext(ctx, action_recive_data);
338 if (!ctx.
Read(needUpdate))
342 if (!ctx.
Read(carScript))
345 CarHornActionReceiveData carHornReceivedData = CarHornActionReceiveData.Cast(action_recive_data);
346 carHornReceivedData.m_ActionNeedEnd = needUpdate;
347 carHornReceivedData.m_Car = carScript;
352 override void HandleReciveData(ActionReciveData action_recive_data, ActionData action_data)
354 super.HandleReciveData(action_recive_data, action_data);
356 CarHornActionReceiveData carHornReceivedData = CarHornActionReceiveData.Cast(action_recive_data);
357 CarHornActionData carHornData = CarHornActionData.Cast(action_data);
359 carHornData.
m_Car = carHornReceivedData.m_Car;
ActionData CreateActionData()
void CreateConditionComponents()
ref CCIBase m_ConditionItem
ref CCTBase m_ConditionTarget
bool HasProgress()
For UI: hiding of progress bar.
void HandleReciveData(ActionReciveData action_recive_data, ActionData action_data)
bool CanBeUsedInVehicle()
CarHornActionData ActionData Obsolete("replaced by ActionVehicleHornShortCB")
class ActionCarHornBase m_ActionNeedEnd
obsolete
void ActionTarget(Object object, Object parent, int componentIndex, vector cursorHitPos, float utility, string surfaceName="")
void ReadFromContext(ParamsReadContext ctx)
void WriteToContext(ParamsWriteContext ctx)
void SetCommand(int command_uid)
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 void OnUpdate(ActionData action_data)
special case - manually ends the action on exec event
override bool ReadFromContext(ParamsReadContext ctx, out ActionReciveData action_recive_data)
override void CreateConditionComponents()
override bool HasTarget()
override void OnStart(ActionData action_data)
sets the m_ActionNeeded flag on both sides
override bool CanBeUsedInVehicle()
override void HandleReciveData(ActionReciveData action_recive_data, ActionData action_data)
override void WriteToContext(ParamsWriteContext ctx, ActionData action_data)
override void OnEndInput(ActionData action_data)
void ActionCarHornShort()
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
override void OnStartServer(ActionData action_data)
override bool HasProgress()
override void OnEndServer(ActionData action_data)
override bool UseMainItem()
override ActionData CreateActionData()
override void OnEndInput(ActionData action_data)
override void EndActionComponent()
void ActionSingleUseBase()
override void OnStartServer(ActionData action_data)
override void OnEndServer(ActionData action_data)
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
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.