3 void ActionGetInTransport()
35 if (!
Class.CastTo(trans, target.GetObject()))
40 if (player.GetItemInHands() && player.GetItemInHands().IsHeavyBehaviour())
45 if (player.GetCommand_Vehicle())
50 int componentIndex = target.GetComponentIndex();
51 int crew_index = trans.CrewPositionIndex(componentIndex);
57 Human crew = trans.CrewMember(crew_index);
63 if (!trans.CrewCanGetThrough(crew_index) || !trans.
IsAreaAtDoorFree(crew_index))
69 trans.GetActionComponentNameList(componentIndex, selections);
71 for (
int i = 0; i < selections.Count(); i++)
73 if (trans.CanReachSeatFromDoors(selections[i], player.GetPosition(), 1.0))
84 super.Start( action_data );
87 int componentIndex = action_data.m_Target.GetComponentIndex();
88 int crew_index = trans.CrewPositionIndex(componentIndex);
90 int seat = trans.GetSeatAnimationType(crew_index);
91 HumanCommandVehicle vehCommand = action_data.m_Player.StartCommand_Vehicle(trans, crew_index, seat);
94 vehCommand.SetVehicleType(trans.GetAnimInstance());
100 override void OnStartServer(
ActionData action_data)
102 super.OnStartServer(action_data);
107 car.ForceUpdateLightsStart();
118 if (action_data.m_State ==
UA_START)
120 if (!action_data.m_Player.GetCommand_Vehicle() || !action_data.m_Player.GetCommand_Vehicle().IsGettingIn())
135 if (car &&
g_Game.IsServer())
137 car.ForceUpdateLightsEnd();
141 override bool AddActionJuncture(
ActionData action_data)
144 bool accepted =
false;
145 int nextSeat = trans.CrewPositionIndex( action_data.m_Target.GetComponentIndex() );
150 il.SetVehicle(transport, action_data.m_Player, nextSeat);
153 if (
g_Game.AddInventoryJunctureEx(action_data.m_Player, action_data.m_Player, il,
true, 10000, action_data))
156 action_data.m_ReservedInventoryLocations.Insert(il);