DIFF

class MotorbikeScript

MotorbikeScript › Motorbike › Transport › Pawn › EntityAI › Entity › ObjectTyped › Object › IEntity › Managed

Constructors 2

void ~MotorbikeScript()
References CleanupEffects()

Constants 1

private const int DEBUG_MESSAGE_CLEAN_TIME_SECONDS = 10DIAG_DEVELOPER
Referenced by EOnPostSimulate()

Members 34

protected static float DROWN_ENGINE_THRESHOLD = 0.5
Referenced by OnUpdate()
protected static float DROWN_ENGINE_DAMAGE = 150.0
Referenced by OnUpdate()
protected static float WATER_DEPTH_PLAYER_EJECT = 1.2
Referenced by OnUpdate()
bool m_BrakesArePressed
protected float m_Time
Referenced by EOnPostSimulate()
protected float m_EngineHealth
protected float m_FuelTankHealth
protected float m_BatteryHealth
protected float m_PlugHealth
protected static string m_HeadLightPoint = "light_1_1"
Referenced by UpdateLightsClient()
protected static string m_HeadLightTargetPoint = "light_1_1_dir"
protected static string m_RearLightPoint = "light_1_2_reverse"
Referenced by UpdateLightsClient()
protected ref VehicleVFXComponent m_VFXComponent
protected float m_DrownTime
Referenced by OnUpdate()
protected static vector m_DrownEnginePos
protected MotorbikeEngineSoundState m_EngineLastSoundState
private ref EffectSound m_PreStartSound
Referenced by HandleEngineSound()
private float m_DebugMessageCleanTimeDIAG_DEVELOPER
Referenced by EOnPostSimulate()
private string m_DebugContactDamageMessageDIAG_DEVELOPER
private static ref map<typename, ref TInputActionMap> m_MotorbikeTypeActionsMap = new map<typename, ref TInputActionMap>()
Referenced by InitializeActions()
private TInputActionMap m_InputActionMap
Referenced by AddAction(), GetActions(), InitializeActions()
Show 1 more, RemoveAction()
private bool m_ActionsInitialized
Referenced by AddAction(), and GetActions()

Methods 72

override void EEDelete(EntityAI parent)
References CleanupEffects()
float GetHeatComfortOverride()
bool HasGangedTailAndBrakeLights()
Referenced by UpdateLightsServer()
override vector GetDefaultHitPosition()
References vector.Zero
override VehicleHornComponent GetVehicleHornComponent()
References m_HornComponent
override void OnDriverExit(Human player)
override bool CanGetIn()
override void OnStabilityStart()
override void OnStabilityStop()
override int GetFluidCapacityScript(ETransportFluid fluidType)
override float GetFluidFractionScript(ETransportFluid fluidType)
override void FillScript(ETransportFluid fluidType, float amount)
References Motorbike.Fill()
override float OnSound(MotorbikeSoundCtrl ctrl, float oldValue)

Gets called every sound simulation step. In this callback, user can modify behaviour of sound controllers The higher the return value is the more muted sound is.

override string GetVehicleType()
bool IsVitalRadiator()
bool HasRadiator()
vector GetEnginePosWS()
EntityAI GetRadiator()
void InitializeActions()
Referenced by GetActions()
override void GetActions(typename action_input_type, out array<ActionBase_Basic> actions)
protected void SetActions()
References AddAction()
override void EEOnCECreate()
override int GetSeatAnimationType(int posIdx)
override int Get3rdPersonCameraType()
override bool CrewCanEject(int posIdx)
override bool CrewShouldEject(int posIdx)
override bool CrewCanGetThrough(int posIdx)
override bool CanReachSeatFromSeat(int currentSeat, int nextSeat)
override bool CanReachSeatFromDoors(string pSeatSelection, vector pFromPos, float pDistance = 1.0)
override bool CanReachDoorsFromSeat(string pDoorsSelection, int pCurrentSeat)

skip the height

override void OnAttachmentRuined(EntityAI attachment)
protected void OnBrakesPressed()

Vehicle should stop the engine as first thing

References UpdateLights()
Referenced by OnUpdate()
protected void OnBrakesReleased()
References UpdateLights()
Referenced by OnUpdate()
override void OnEngineStart()

Gets called everytime the engine starts.

override bool OnBeforeLightOn()
override protected void PartsHealthCheck()
Referenced by EOnPostSimulate()
protected override event typename GetOwnerStateType()
protected override event typename GetMoveType()
protected void SetEngineStarted(bool started)
protected void SetEngineSoundState(MotorbikeEngineSoundState pState)
override bool OnBeforeEngineStart()

Gets called everytime the game wants to start the engine.

Returns: true if the engine can start, false otherwise.

bool CheckOperationalState()
void OnIgnition()
private bool IsServerOrOwner()
Referenced by EOnPostSimulate()
protected void HandleHeatComfortOverrides(string slotName, notnull EntityAI item, bool detach = false)