3 override void CreateActionComponent()
16 m_LockTargetOnUse =
false;
17 m_Text =
"#start_the_car";
22 m_ConditionTarget =
new CCTNone();
23 m_ConditionItem =
new CCINone();
28 HumanCommandVehicle vehCommand = player.GetCommand_Vehicle();
32 auto vehicle =
CarScript.Cast(vehCommand.GetTransport());
33 if (!vehicle || vehicle.EngineIsOn())
36 return vehicle.CrewDriver() == player;
41 super.OnFinishProgress(action_data);
43 HumanCommandVehicle vehCommand = action_data.m_Player.GetCommand_Vehicle();
47 auto vehicle =
CarScript.Cast(vehCommand.GetTransport());
51 if (vehicle.GetNetworkMoveStrategy() == NetworkMoveStrategy.PHYSICS)
65 vehicle.EngineStart();
70 HumanCommandVehicle vehCommand = action_data.m_Player.GetCommand_Vehicle();
74 auto vehicle =
CarScript.Cast(vehCommand.GetTransport());
95 private const int SOUND_IGNITION_DELAY = 700;
96 private const float ROUGH_SPECIALTY_WEIGHT = 0.5;
97 static const float MINIMUM_BATTERY_ENERGY = 5.0;
98 bool m_BatteryCon =
false;
99 bool m_SparkCon =
false;
100 bool m_BeltCon =
false;
101 bool m_FuelCon =
false;
override void OnFinishProgress(ActionData action_data)
ActionStartCarCB ActionContinuousBaseCB ActionStartEngine()
bool CanBeUsedInVehicle()
void CreateConditionComponents()
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
void OnExecute(ActionData action_data)
DayZPlayerInstanceType
defined in C++
DayZPlayerConstants
defined in C++