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);
class ActionTargets ActionTarget
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)
Base native class for all motorized wheeled vehicles.
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.