30 int componentIndex = target.GetComponentIndex();
38 nextSeatIdx = trans.CrewPositionIndex( componentIndex );
40 if ( nextSeatIdx < 0 )
43 Human crew = trans.CrewMember( nextSeatIdx );
47 if ( !trans.CanReachSeatFromSeat( trans.CrewMemberIndex( player ), nextSeatIdx ) )
55 super.Start( action_data );
62 int nextSeat = trans.CrewPositionIndex( action_data.
m_Target.GetComponentIndex() );
63 int seat = trans.GetSeatAnimationType( nextSeat );
68 if ( !
GetGame().IsDedicatedServer() )
71 action_data.
m_Player.OnVehicleSwitchSeat( nextSeat );
84 if( !hcv || !action_data.
m_Player.GetCommand_Vehicle().IsSwitchSeat() )
protected float m_SpecialtyWeight
protected bool m_LockTargetOnUse
ref CCIBase m_ConditionItem
ref CCTBase m_ConditionTarget
protected int m_StanceMask
class ActionTargets ActionTarget
void End()
called on surrender end request end
ref ActionTarget m_Target
override void OnUpdate(ActionData action_data)
override void Start(ActionData action_data)
override void CreateConditionComponents()
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
override bool CanBeUsedInVehicle()
Super root of all classes in Enforce script.
proto native void SwitchSeat(int pTransportPositionIndex, int pVehicleSeat)
Base native class for all motorized wheeled vehicles.
DayZPlayerConstants
defined in C++
proto native CGame GetGame()
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.