35 if( item.GetQuantity() <= 0 )
38 Car car =
Car.Cast( target.GetObject() );
42 if( car.GetFluidFraction(
CarFluid.BRAKE ) >= 0.98 )
48 if( distance <= carS.GetActionDistanceFuel() )
51 target.GetObject().GetActionComponentNameList(target.GetComponentIndex(), selections);
53 for (
int s = 0; s < selections.Count(); s++)
55 if ( selections[s] == carS.GetActionCompNameBrakes() )
ref CCIBase m_ConditionItem
ref CCTBase m_ConditionTarget
bool IsTransport(ActionTarget target)
void ActionTarget(Object object, Object parent, int componentIndex, vector cursorHitPos, float utility, string surfaceName="")
CarFluid
Type of vehicle's fluid. (native, do not change or extend)
void ActionContinuousBase()
override void CreateConditionComponents()
override void OnEndAnimationLoopServer(ActionData action_data)
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
const float TIME_TO_REPEAT
override void CreateActionComponent()
override bool SetQuantity(float value, bool destroy_config=true, bool destroy_forced=false, bool allow_client=false, bool clamp_to_stack_max=true)
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++
static proto float AbsFloat(float f)
Returns absolute value.