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;
76 int nextSeat = trans.CrewPositionIndex( action_data.m_Target.GetComponentIndex() );
81 il.
SetVehicle(transport, action_data.m_Player, nextSeat);
84 if (
GetGame().AddInventoryJunctureEx(action_data.m_Player, action_data.m_Player, il,
true, 10000))
87 action_data.m_ReservedInventoryLocations.Insert(il);
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)
bool IsInReach(PlayerBase player, ActionTarget target, float maxDistance=1.0)
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++
proto native CGame GetGame()
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.