35 if( item.GetQuantity() <= 0 )
38 Car car = Car.Cast( target.GetObject() );
42 if( car.GetFluidFraction(
CarFluid.OIL ) >= 0.98 )
46 target.GetObject().GetActionComponentNameList(target.GetComponentIndex(), selections);
51 for (
int s = 0; s < selections.Count(); s++)
53 if ( selections[s] == carS.GetActionCompNameOil() )
55 float dist =
vector.
Distance( carS.GetRefillPointPosWS(), player.GetPosition() );
57 if ( dist < carS.GetActionDistanceOil() )
68 if ( action_data.m_MainItem && action_data.m_MainItem.GetQuantity() <= 0.01 )
70 action_data.m_MainItem.SetQuantity(0);
class ActionTargets ActionTarget
CarFluid
Type of vehicle's fluid. (native, do not change or extend)
bool IsTransport(ActionTarget target)
ref CCIBase m_ConditionItem
ref CCTBase m_ConditionTarget
void ActionContinuousBase()
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
override void CreateConditionComponents()
override void OnEndAnimationLoopServer(ActionData action_data)
const float TIME_TO_REPEAT
override void CreateActionComponent()
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
static proto native float Distance(vector v1, vector v2)
Returns the distance between tips of two 3D vectors.
DayZPlayerConstants
defined in C++