DIFF

ActionGetInTransport.c

class ActionGetInTransport: ActionBase
{
	void ActionGetInTransport()
	{
		m_StanceMask = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
		m_Text = "#get_in_vehicle";
	}


	override void CreateConditionComponents()  
	{
		m_ConditionItem 	= new CCINone;
		m_ConditionTarget	= new CCTCursorNoRuinCheck;
	}

	override typename GetInputType()
	{
		return ContinuousInteractActionInput;
	}
	
	override bool HasProgress()
	{
		return false;
	}

	override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
	{
		Transport trans	= null;

		if (!target)
		{
			return false;
		}

		if (!Class.CastTo(trans, target.GetObject()))
		{
			return false;
		}
		
		if (player.GetItemInHands() && player.GetItemInHands().IsHeavyBehaviour())
		{
			return false;
		}

		if (player.GetCommand_Vehicle())
		{
			return false;
		}

		int componentIndex	= target.GetComponentIndex();
		int crew_index 		= trans.CrewPositionIndex(componentIndex);
		if (crew_index < 0)
		{
			return false;
		}

		Human crew = trans.CrewMember(crew_index);
		if (crew)
		{
			return false;
		}
		
		if (!trans.CrewCanGetThrough(crew_index) || !trans.IsAreaAtDoorFree(crew_index))
		{
			return false;
		}
		
		array<string> selections = new array<string>();
		trans.GetActionComponentNameList(componentIndex, selections);
		
		for (int i = 0; i < selections.Count(); i++)
		{
			if (trans.CanReachSeatFromDoors(selections[i], player.GetPosition(), 1.0))
			{
				return true;
			}
		}

		return false;
	}

	override void Start(ActionData action_data)
	{
		super.Start( action_data );
		
		Transport trans = Transport.Cast(action_data.m_Target.GetObject());
		int componentIndex = action_data.m_Target.GetComponentIndex();
		int crew_index = trans.CrewPositionIndex(componentIndex);
		
		int seat = trans.GetSeatAnimationType(crew_index);
		HumanCommandVehicle vehCommand = action_data.m_Player.StartCommand_Vehicle(trans, crew_index, seat);
		if (vehCommand)
		{
			vehCommand.SetVehicleType(trans.GetAnimInstance());
			
			GetDayZGame().GetBacklit().OnEnterCar();
		}
	}
	
	override void OnStartServer(ActionData action_data)
	{
		super.OnStartServer(action_data);
		
		CarScript car = CarScript.Cast(action_data.m_Target.GetObject());
		if (car)
		{
			car.ForceUpdateLightsStart();
		}
	}

	override bool CanBeUsedInRestrain()
	{
		return true;
	}
	
	override void OnUpdate(ActionData action_data)
	{
		if (action_data.m_State == UA_START)
		{
			if (!action_data.m_Player.GetCommand_Vehicle() || !action_data.m_Player.GetCommand_Vehicle().IsGettingIn())
			{
				End(action_data);
			}
		}
	}
	
	override int GetActionCategory()
	{
		return AC_INTERACT;
	}
	
	override void OnEnd(ActionData action_data)
	{
		CarScript car = CarScript.Cast(action_data.m_Target.GetObject());
		if (car && g_Game.IsServer())
		{
			car.ForceUpdateLightsEnd();
		}
	}
	
	override bool AddActionJuncture(ActionData action_data)
	{
		Transport trans = Transport.Cast(action_data.m_Target.GetObject());
		bool accepted = false;
		int nextSeat = trans.CrewPositionIndex( action_data.m_Target.GetComponentIndex() );
		Transport transport = Transport.Cast(action_data.m_Target.GetObject());
		InventoryLocation il = new InventoryLocation;
		if (transport)
		{
			il.SetVehicle(transport, action_data.m_Player, nextSeat);
		
			//Lock target
			if (g_Game.AddInventoryJunctureEx(action_data.m_Player, action_data.m_Player, il, true, 10000, action_data))
			{
				accepted = true;
				action_data.m_ReservedInventoryLocations.Insert(il);
			}
		}
		
		return accepted;
	}
};