Dayz
Build 1.29.163047, Scripts Rev. 123548
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actionstartengine.c
Go to the documentation of this file.
1
class
ActionStartCarCB
:
ActionContinuousBaseCB
2
{
3
override
void
CreateActionComponent
()
4
{
5
m_ActionData
.m_ActionComponent =
new
CAContinuousTime
(
UATimeSpent
.
START_ENGINE
);
6
}
7
}
8
9
class
ActionStartEngine
:
ActionContinuousBase
10
{
11
void
ActionStartEngine
()
12
{
13
m_CallbackClass =
ActionStartCarCB
;
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 =
CarScript
.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
super.OnFinishProgress(action_data);
42
43
HumanCommandVehicle
vehCommand = action_data.m_Player.GetCommand_Vehicle();
44
if
(!vehCommand)
45
return
;
46
47
auto
vehicle =
CarScript
.Cast(vehCommand.
GetTransport
());
48
if
(!vehicle)
49
return
;
50
51
if
(vehicle.GetNetworkMoveStrategy() == NetworkMoveStrategy.PHYSICS)
52
{
53
// Only perform on clients (or robos), validation is performed in C++ with respect to scripted 'Car.OnBeforeEngineStart'
54
if
(action_data.m_Player.GetInstanceType() ==
DayZPlayerInstanceType
.INSTANCETYPE_SERVER)
55
{
56
return
;
57
}
58
}
59
else
60
{
61
if
(
g_Game
.IsClient())
62
return
;
63
}
64
65
vehicle.EngineStart();
66
}
67
68
override
void
OnExecute
(
ActionData
action_data)
69
{
70
HumanCommandVehicle
vehCommand = action_data.m_Player.GetCommand_Vehicle();
71
if
(!vehCommand)
72
return
;
73
74
auto
vehicle =
CarScript
.Cast(vehCommand.
GetTransport
());
75
if
(vehicle)
76
vehicle.OnIgnition();
77
}
78
79
override
bool
CanBeUsedInVehicle
()
80
{
81
return
true
;
82
}
83
84
override
bool
HasTarget
()
85
{
86
return
false
;
87
}
88
89
override
bool
UseMainItem
()
90
{
91
return
false
;
92
}
93
95
private
const
int
SOUND_IGNITION_DELAY
= 700;
// ms, delay for ignition sound to match animation of hand touching the key
96
private
const
float
ROUGH_SPECIALTY_WEIGHT
= 0.5;
97
static
const
float
MINIMUM_BATTERY_ENERGY
= 5.0;
98
bool
m_BatteryCon
=
false
;
99
bool
m_SparkCon
=
false
;
100
bool
m_BeltCon
=
false
;
101
bool
m_FuelCon
=
false
;
102
}
m_CommandUID
int m_CommandUID
Definition
actionbase.c:31
m_StanceMask
int m_StanceMask
Definition
actionbase.c:33
ActionData
ActionBase ActionData
Definition
actionbase.c:30
SOUND_IGNITION_DELAY
const int SOUND_IGNITION_DELAY
DEPRECATED.
Definition
actionstartengine.c:95
ActionStartEngine
ActionStartCarCB ActionContinuousBaseCB ActionStartEngine()
Definition
actionstartengine.c:11
MINIMUM_BATTERY_ENERGY
static const float MINIMUM_BATTERY_ENERGY
Definition
actionstartengine.c:97
m_SparkCon
bool m_SparkCon
Definition
actionstartengine.c:99
m_BatteryCon
bool m_BatteryCon
Definition
actionstartengine.c:98
m_FuelCon
bool m_FuelCon
Definition
actionstartengine.c:101
m_BeltCon
bool m_BeltCon
Definition
actionstartengine.c:100
ROUGH_SPECIALTY_WEIGHT
const float ROUGH_SPECIALTY_WEIGHT
Definition
actionstartengine.c:96
ActionTarget
class ActionTargets ActionTarget
ActionBaseCB::m_ActionData
ActionData m_ActionData
Definition
animatedactionbase.c:3
ActionBase::CreateConditionComponents
void CreateConditionComponents()
Definition
actionbase.c:236
ActionBase::HasTarget
bool HasTarget()
Action is performed on target, not with item itself, when set to true.
Definition
actionbase.c:250
ActionBase::UseMainItem
bool UseMainItem()
Definition
actionbase.c:391
ActionBase::CanBeUsedInVehicle
bool CanBeUsedInVehicle()
Definition
actionbase.c:335
ActionContinuousBaseCB
Definition
actioncontinuousbase.c:2
ActionContinuousBase
Definition
actioncontinuousbase.c:121
ActionContinuousBase::OnFinishProgress
void OnFinishProgress(ActionData action_data)
Definition
actioncontinuousbase.c:243
ActionStartCarCB
Definition
actionstartengine.c:2
ActionStartCarCB::CreateActionComponent
override void CreateActionComponent()
Definition
actionstartengine.c:3
AnimatedActionBase::OnExecute
void OnExecute(ActionData action_data)
Definition
animatedactionbase.c:171
AnimatedActionBase::ActionCondition
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
Definition
animatedactionbase.c:240
CAContinuousTime
Definition
cacontinuoustime.c:2
CCINone
Definition
ccinone.c:2
CCTNone
Definition
cctnone.c:2
CarScript
Definition
civiliansedan.c:2
HumanCommandVehicle
Definition
human.c:690
HumanCommandVehicle::GetTransport
proto native Transport GetTransport()
ItemBase
Definition
inventoryitem.c:742
PlayerBase
Definition
playerbaseclient.c:2
UATimeSpent
Definition
actionconstants.c:28
UATimeSpent::START_ENGINE
const float START_ENGINE
Definition
actionconstants.c:101
g_Game
DayZGame g_Game
Definition
dayzgame.c:3942
DayZPlayerInstanceType
DayZPlayerInstanceType
defined in C++
Definition
dayzplayer.c:1071
DayZPlayerConstants
DayZPlayerConstants
defined in C++
Definition
dayzplayer.c:602
Games
Dayz
scripts
4_world
classes
useractionscomponent
actions
continuous
vehicles
actionstartengine.c
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