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- class ActionStartEngineBoatCB : ActionContinuousBaseCB
- {
- override void CreateActionComponent()
- {
- m_ActionData.m_ActionComponent = new CAContinuousTime(UATimeSpent.START_ENGINE);
- }
- }
- class ActionStartEngineBoat : ActionContinuousBase
- {
- void ActionStartEngineBoat()
- {
- m_CallbackClass = ActionStartEngineBoatCB;
- m_CommandUID = DayZPlayerConstants.CMD_ACTIONMOD_STARTENGINE;
- m_StanceMask = DayZPlayerConstants.STANCEMASK_ALL;
- m_LockTargetOnUse = false;
- m_Text = "#start_the_car";
- }
- override void CreateConditionComponents()
- {
- m_ConditionTarget = new CCTNone();
- m_ConditionItem = new CCINone();
- }
-
- override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
- {
- HumanCommandVehicle vehCommand = player.GetCommand_Vehicle();
- if (!vehCommand)
- return false;
-
- auto vehicle = BoatScript.Cast(vehCommand.GetTransport());
- if (!vehicle || vehicle.EngineIsOn())
- return false;
-
- return vehicle.CrewDriver() == player;
- }
-
- override void OnFinishProgress(ActionData action_data)
- {
- HumanCommandVehicle vehCommand = action_data.m_Player.GetCommand_Vehicle();
- if (!vehCommand)
- return;
-
- auto vehicle = BoatScript.Cast(vehCommand.GetTransport());
- if (!vehicle)
- return;
- if (vehicle.GetNetworkMoveStrategy() == NetworkMoveStrategy.PHYSICS)
- {
- // Only perform on clients (or robos), validation is performed in C++ with respect to scripted 'Car.OnBeforeEngineStart'
- if (action_data.m_Player.GetInstanceType() == DayZPlayerInstanceType.INSTANCETYPE_SERVER)
- {
- return;
- }
- }
- vehicle.EngineStart();
- }
-
- override void OnExecute(ActionData action_data)
- {
- HumanCommandVehicle vehCommand = action_data.m_Player.GetCommand_Vehicle();
- if (!vehCommand)
- return;
-
- auto vehicle = BoatScript.Cast(vehCommand.GetTransport());
- if (vehicle)
- vehicle.OnIgnition();
- }
-
- override bool CanBeUsedInVehicle()
- {
- return true;
- }
-
- override bool HasTarget()
- {
- return false;
- }
-
- override bool UseMainItem()
- {
- return false;
- }
- }
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