ActionStartEngine.c
class ActionStartCarCB : ActionContinuousBaseCB
{
override void CreateActionComponent()
{
m_ActionData.m_ActionComponent = new CAContinuousTime(UATimeSpent.START_ENGINE);
}
}
class ActionStartEngine : ActionContinuousBase
{
void ActionStartEngine()
{
m_CallbackClass = ActionStartCarCB;
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 = CarScript.Cast(vehCommand.GetTransport());
if (!vehicle || vehicle.EngineIsOn())
return false;
return vehicle.CrewDriver() == player;
}
override void OnFinishProgress(ActionData action_data)
{
super.OnFinishProgress(action_data);
HumanCommandVehicle vehCommand = action_data.m_Player.GetCommand_Vehicle();
if (!vehCommand)
return;
auto vehicle = CarScript.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;
}
}
else
{
if (g_Game.IsClient())
return;
}
vehicle.EngineStart();
}
override void OnExecute(ActionData action_data)
{
HumanCommandVehicle vehCommand = action_data.m_Player.GetCommand_Vehicle();
if (!vehCommand)
return;
auto vehicle = CarScript.Cast(vehCommand.GetTransport());
if (vehicle)
vehicle.OnIgnition();
}
override bool CanBeUsedInVehicle()
{
return true;
}
override bool HasTarget()
{
return false;
}
override bool UseMainItem()
{
return false;
}
//! DEPRECATED
private const int SOUND_IGNITION_DELAY = 700; // ms, delay for ignition sound to match animation of hand touching the key
private const float ROUGH_SPECIALTY_WEIGHT = 0.5;
static const float MINIMUM_BATTERY_ENERGY = 5.0;
bool m_BatteryCon = false;
bool m_SparkCon = false;
bool m_BeltCon = false;
bool m_FuelCon = false;
}