16 m_LockTargetOnUse =
false;
17 m_Text =
"#start_the_car";
22 m_ConditionTarget =
new CCTNone();
23 m_ConditionItem =
new CCINone();
33 if (!vehicle || vehicle.EngineIsOn())
36 return vehicle.CrewDriver() == player;
49 if (vehicle.GetNetworkMoveStrategy() == NetworkMoveStrategy.PHYSICS)
58 vehicle.EngineStart();
ActionStartEngineBoatCB ActionContinuousBaseCB ActionStartEngineBoat()
void ActionTarget(Object object, Object parent, int componentIndex, vector cursorHitPos, float utility, string surfaceName="")
bool CanBeUsedInVehicle()
void CreateConditionComponents()
void OnFinishProgress(ActionData action_data)
override void CreateActionComponent()
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
void OnExecute(ActionData action_data)
proto native Transport GetTransport()
DayZPlayerInstanceType
defined in C++
DayZPlayerConstants
defined in C++