30 if (!pActionData.m_Player)
33 if (!pActionData.
m_Car)
36 pActionData.
m_Car.SetCarHornState(pState);
41 return trans.GetSeatAnimationType(trans.CrewMemberIndex(player)) ==
DayZPlayerConstants.VEHICLESEAT_DRIVER;
50class CarHornActionReceiveData : ActionReciveData
69 m_CallbackClass = ActionCarHornShortCB;
96 m_ConditionItem =
new CCINone();
97 m_ConditionTarget =
new CCTNone();
119 super.OnUpdate(action_data);
131 super.OnEndInput(action_data);
140 super.OnStart(action_data);
144 carHornData.
m_Car =
CarScript.Cast(action_data.m_Player.GetCommand_Vehicle().GetTransport());
149 super.OnStartServer(action_data);
157 super.OnEndServer(action_data);
165 super.WriteToContext(ctx, action_data);
175 if (!action_recive_data)
177 action_recive_data =
new CarHornActionReceiveData();
180 super.ReadFromContext(ctx, action_recive_data);
183 if (!ctx.
Read(needUpdate))
187 if (!ctx.
Read(carScript))
190 CarHornActionReceiveData carHornReceivedData = CarHornActionReceiveData.Cast(action_recive_data);
191 carHornReceivedData.m_ActionNeedEnd = needUpdate;
192 carHornReceivedData.m_Car = carScript;
199 super.HandleReciveData(action_recive_data, action_data);
201 CarHornActionReceiveData carHornReceivedData = CarHornActionReceiveData.Cast(action_recive_data);
204 carHornData.
m_Car = carHornReceivedData.m_Car;
261 super.OnUpdate(action_data);
273 super.OnEndInput(action_data);
279 if (
Class.
CastTo(callback, action_data.m_Callback))
288 super.OnStart(action_data);
292 carHornData.
m_Car =
CarScript.Cast(action_data.m_Player.GetCommand_Vehicle().GetTransport());
297 super.OnStartServer(action_data);
306 super.OnEndServer(action_data);
314 super.WriteToContext(ctx, action_data);
324 if (!action_recive_data)
326 action_recive_data =
new CarHornActionReceiveData();
329 super.ReadFromContext(ctx, action_recive_data);
332 if (!ctx.
Read(needUpdate))
336 if (!ctx.
Read(carScript))
339 CarHornActionReceiveData carHornReceivedData = CarHornActionReceiveData.Cast(action_recive_data);
340 carHornReceivedData.m_ActionNeedEnd = needUpdate;
341 carHornReceivedData.m_Car = carScript;
348 super.HandleReciveData(action_recive_data, action_data);
350 CarHornActionReceiveData carHornReceivedData = CarHornActionReceiveData.Cast(action_recive_data);
353 carHornData.
m_Car = carHornReceivedData.m_Car;
class ActionCarHornBase m_ActionNeedEnd
CarHornActionData ActionData ActionCarHornShort()
class ActionTargets ActionTarget
ActionData CreateActionData()
void OnEndInput(ActionData action_data)
ref CCIBase m_ConditionItem
ref CCTBase m_ConditionTarget
void OnStart(ActionData action_data)
bool HasProgress()
For UI: hiding of progress bar.
void HandleReciveData(ActionReciveData action_recive_data, ActionData action_data)
bool ReadFromContext(ParamsReadContext ctx, out ActionReciveData action_recive_data)
bool CanBeUsedInVehicle()
void WriteToContext(ParamsWriteContext ctx, ActionData action_data)
static bool BatteryIsVital(ItemBase battery)
static void SetCarHornState(CarHornActionData pActionData, int pState)
static bool ActionCondition(PlayerBase player)
static bool PlayerIsDriver(Transport trans, PlayerBase player)
override void OnUpdate(ActionData action_data)
special case - manually ends the action on exec event
override void OnEndServer(ActionData action_data)
override ActionData CreateActionData()
override bool HasProgress()
override void CreateConditionComponents()
override bool ReadFromContext(ParamsReadContext ctx, out ActionReciveData action_recive_data)
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
override bool UseMainItem()
override bool HasTarget()
override void WriteToContext(ParamsWriteContext ctx, ActionData action_data)
override void OnEndInput(ActionData action_data)
override bool CanBeUsedInVehicle()
override void HandleReciveData(ActionReciveData action_recive_data, ActionData action_data)
override void OnStart(ActionData action_data)
override void OnStartServer(ActionData action_data)
override void EndActionComponent()
void ActionContinuousBase()
override void CreateConditionComponents()
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
override bool HasTarget()
override void OnEndServer(ActionData action_data)
override void OnStartServer(ActionData action_data)
Super root of all classes in Enforce script.
proto native Transport GetTransport()
proto bool Write(void value_out)
proto bool Read(void value_in)
Native class for boats - handles physics simulation.
DayZPlayerConstants
defined in C++
Serializer ParamsReadContext
Serializer ParamsWriteContext
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.