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actionstartengineboat.c
Go to the documentation of this file.
1
class
ActionStartEngineBoatCB
:
ActionContinuousBaseCB
2
{
3
override
void
CreateActionComponent()
4
{
5
m_ActionData
.m_ActionComponent =
new
CAContinuousTime
(
UATimeSpent
.START_ENGINE);
6
}
7
}
8
9
class
ActionStartEngineBoat
:
ActionContinuousBase
10
{
11
void
ActionStartEngineBoat
()
12
{
13
m_CallbackClass =
ActionStartEngineBoatCB
;
14
m_CommandUID
=
DayZPlayerConstants
.CMD_ACTIONMOD_STARTENGINE;
15
m_StanceMask
=
DayZPlayerConstants
.STANCEMASK_ALL;
16
m_LockTargetOnUse =
false
;
17
m_Text =
"#start_the_car"
;
18
}
19
20
override
void
CreateConditionComponents
()
21
{
22
m_ConditionTarget =
new
CCTNone
();
23
m_ConditionItem =
new
CCINone
();
24
}
25
26
override
bool
ActionCondition
(
PlayerBase
player, ActionTarget target,
ItemBase
item)
27
{
28
HumanCommandVehicle vehCommand = player.GetCommand_Vehicle();
29
if
(!vehCommand)
30
return
false
;
31
32
auto
vehicle =
BoatScript
.Cast(vehCommand.GetTransport());
33
if
(!vehicle || vehicle.EngineIsOn())
34
return
false
;
35
36
return
vehicle.CrewDriver() == player;
37
}
38
39
override
void
OnFinishProgress
(ActionData action_data)
40
{
41
HumanCommandVehicle vehCommand = action_data.m_Player.GetCommand_Vehicle();
42
if
(!vehCommand)
43
return
;
44
45
auto
vehicle =
BoatScript
.Cast(vehCommand.GetTransport());
46
if
(!vehicle)
47
return
;
48
49
if
(vehicle.GetNetworkMoveStrategy() == NetworkMoveStrategy.PHYSICS)
50
{
51
// Only perform on clients (or robos), validation is performed in C++ with respect to scripted 'Car.OnBeforeEngineStart'
52
if
(action_data.m_Player.GetInstanceType() ==
DayZPlayerInstanceType
.INSTANCETYPE_SERVER)
53
{
54
return
;
55
}
56
}
57
58
vehicle.EngineStart();
59
}
60
61
override
void
OnExecute
(ActionData action_data)
62
{
63
HumanCommandVehicle vehCommand = action_data.m_Player.GetCommand_Vehicle();
64
if
(!vehCommand)
65
return
;
66
67
auto
vehicle =
BoatScript
.Cast(vehCommand.GetTransport());
68
if
(vehicle)
69
vehicle.
OnIgnition
();
70
}
71
72
override
bool
CanBeUsedInVehicle
()
73
{
74
return
true
;
75
}
76
77
override
bool
HasTarget
()
78
{
79
return
false
;
80
}
81
82
override
bool
UseMainItem
()
83
{
84
return
false
;
85
}
86
}
m_CommandUID
int m_CommandUID
Definition
actionbase.c:31
m_StanceMask
int m_StanceMask
Definition
actionbase.c:33
OnFinishProgress
override void OnFinishProgress(ActionData action_data)
Definition
actionstartengine.c:39
ActionStartEngineBoat
ActionStartEngineBoatCB ActionContinuousBaseCB ActionStartEngineBoat()
Definition
actionstartengineboat.c:11
ActionBaseCB::m_ActionData
ActionData m_ActionData
Definition
animatedactionbase.c:3
ActionBase::CanBeUsedInVehicle
bool CanBeUsedInVehicle()
Definition
actionbase.c:329
ActionBase::HasTarget
bool HasTarget()
Definition
actionbase.c:244
ActionBase::UseMainItem
bool UseMainItem()
Definition
actionbase.c:385
ActionBase::CreateConditionComponents
void CreateConditionComponents()
Definition
actionbase.c:230
ActionContinuousBaseCB
Definition
actioncontinuousbase.c:2
ActionContinuousBase
Definition
actioncontinuousbase.c:121
ActionStartEngineBoatCB
Definition
actionstartengineboat.c:2
AnimatedActionBase::ActionCondition
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
Definition
animatedactionbase.c:240
AnimatedActionBase::OnExecute
void OnExecute(ActionData action_data)
Definition
animatedactionbase.c:171
BoatScript
Definition
boatscript.c:42
BoatScript::OnIgnition
void OnIgnition()
Definition
boatscript.c:280
CAContinuousTime
Definition
cacontinuoustime.c:2
CCINone
Definition
ccinone.c:2
CCTNone
Definition
cctnone.c:2
ItemBase
Definition
inventoryitem.c:731
PlayerBase
Definition
playerbaseclient.c:2
UATimeSpent
Definition
actionconstants.c:28
DayZPlayerInstanceType
DayZPlayerInstanceType
defined in C++
Definition
dayzplayer.c:1068
DayZPlayerConstants
DayZPlayerConstants
defined in C++
Definition
dayzplayer.c:602
Daten
4_world
classes
useractionscomponent
actions
continuous
vehicles
actionstartengineboat.c
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