10 if( !target )
return false;
13 Object targetObject = target.GetObject();
21 targetObject.GetActionComponentNameList(target.GetComponentIndex(), selections);
29 for (
int i = 0; i < selections.Count(); i++)
56 if ( !vehCmd && !transport.CanReachSeatFromDoors(selections[i], player.GetPosition(), 1.0) )
75 bool accepted =
false;
79 transport.GetActionComponentNameList(action_data.
m_Target.GetComponentIndex(), selections);
81 for (
int i = 0; i < selections.Count(); i++)
83 m_AnimSource = transport.GetAnimSourceFromSelection( selections[i]) ;
106 if (
g_Game.AddInventoryJunctureEx(action_data.
m_Player, action_data.
m_Player, il,
true, 10000, action_data))
bool IsInReach(PlayerBase player, ActionTarget target, float maxDistance=1.0)
void ActionTarget(Object object, Object parent, int componentIndex, vector cursorHitPos, float utility, string surfaceName="")
void ActionAnimateCarSelection()
override bool CanBeUsedInVehicle()
override bool AddActionJuncture(ActionData action_data)
void ActionAnimateSeats()
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
ref ActionTarget m_Target
ref array< ref InventoryLocation > m_ReservedInventoryLocations
override int GetCarDoorsState(string slotType)
override string GetAnimSourceFromSelection(string selection)
Super root of all classes in Enforce script.
proto native void SetVehicle(notnull EntityAI parent, EntityAI e, int idx)
Native class for boats - handles physics simulation.
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
DayZPlayerConstants
defined in C++
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.