61 crew_index = trans.CrewMemberIndex(player);
62 return crew_index >= 0 && trans.CrewCanGetThrough(crew_index) && trans.
IsAreaAtDoorFree(crew_index);
72 got_action_data.
m_Car = car;
73 float speed = car.GetSpeedometerAbsolute();
82 super.OnStart(action_data);
113 if ( action_data.
m_Player.GetInventory() )
114 action_data.
m_Player.GetInventory().LockInventory(LOCK_FROM_SCRIPT);
131 car.ForceUpdateLightsStart();
143 if (!action_data.
m_Player.GetCommand_Vehicle())
167 if ( action_data.
m_Player.GetInventory() )
168 action_data.
m_Player.GetInventory().UnlockInventory(LOCK_FROM_SCRIPT);
183 vector posMS = player.WorldToModel(player.GetPosition());
184 player.DamageAllLegs(got_action_data.
m_DmgTaken);
185 player.ProcessDirectDamage(DT_CUSTOM, player,
"",
"FallDamage", posMS, got_action_data.
m_DmgTaken);
188 if ( got_action_data.
m_Car )
193 car.ForceUpdateLightsEnd();
219 equippedClothes.Insert(trousers);
220 equippedClothes.Insert(bag);
221 equippedClothes.Insert(vest);
222 equippedClothes.Insert(headGear);
223 equippedClothes.Insert(mask);
224 equippedClothes.Insert(shirt);
225 equippedClothes.Insert(shoes);
226 equippedClothes.Insert(gloves);
247 player.m_BleedingManagerServer.AttemptAddBleedingSourceBySelection(
PlayerBase.m_BleedingSourcesLow[randNum]);
256 player.m_BleedingManagerServer.AttemptAddBleedingSourceBySelection(
PlayerBase.m_BleedingSourcesUp[randNum]);
262 player.m_BleedingManagerServer.AttemptAddBleedingSourceBySelection(
"Head");
271 for (
int i = 0; i < equippedClothes.Count(); i++)
274 if (equippedClothes[i] == null)
277 equippedClothes[i].DecreaseHealth(got_action_data.
m_DmgTaken,
false);
ActionData CreateActionData()
void CreateConditionComponents()
void OnEndServer(ActionData action_data)
ref CCIBase m_ConditionItem
void OnStartServer(ActionData action_data)
ref CCTBase m_ConditionTarget
protected bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
bool HasProgress()
For UI: hiding of progress bar.
bool CanBeUsedInRestrain()
bool CanBeUsedInVehicle()
protected int m_StanceMask
GetOutTransportActionData m_DmgFactor
void ProcessGetOutActionData(Car car, GetOutTransportActionData got_action_data)
const int LOW_SPEED_VALUE
void ApplyJumpOutDmg(ActionData action_data)
void Unhide(PlayerBase player)
void ActionGetOutTransport()
const int HIGH_SPEED_VALUE
class ActionTargets ActionTarget
void End()
called on surrender end request end
Super root of all classes in Enforce script.
proto native Transport GetTransport()
proto native void GetOutVehicle()
proto native void JumpOutVehicle()
Base native class for all motorized wheeled vehicles.
override bool IsAreaAtDoorFree(int currentSeat, float maxAllowedObjHeight=0.5, float horizontalExtents=0.5, float playerHeight=1.7)
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
DayZPlayerConstants
defined in C++
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.
static proto int RandomInt(int min, int max)
Returns a random int number between and min [inclusive] and max [exclusive].
static int RandomIntInclusive(int min, int max)
Returns a random int number between and min [inclusive] and max [inclusive].