ActionGetOutTransport.c
class GetOutTransportActionData : ActionData
{
Transport m_Vehicle;
float m_Speed;
float m_JumpingOutThreshold;
bool m_WasJumpingOut = false;
bool m_WasJumpingOutAnim= false;
// obsolete
Car m_Car;
float m_CarSpeed;
vector m_StartLocation;
float m_DmgTaken;
float m_ShockTaken;
}
// client determines animation, server will still deal damage
class GetOutTransportActionReciveData : ActionReciveData
{
bool m_WasJumpingOutAnim = false;
}
class ActionGetOutTransport : ActionBase
{
//For the two following values -> The HIGHER the value, the LOWER the output
const int DMG_FACTOR = 60; //value used to translate impact strength into actual damage (impact strength -> velocity squared)
const int SHOCK_FACTOR = 15; //Value used to translate impact strength into actual shock
//Variables used to determine the different speed levels for bleeding checks
const int LOW_SPEED_VALUE = 20;
const int HIGH_SPEED_VALUE = 30;
protected const float CAR_JUMPOUT_THRESHOLD = 8.0; // speed in km/h at which leaving the vehicle is considered a jump out
protected const float BOAT_JUMPOUT_THRESHOLD = 5.0;
const int HEALTH_LOW_SPEED_VALUE = 30;
const int HEALTH_HIGH_SPEED_VALUE = 70;
void ActionGetOutTransport()
{
m_StanceMask = DayZPlayerConstants.STANCEMASK_ALL;
m_Text = "#leave_vehicle";
}
override ActionData CreateActionData()
{
ActionData data = new GetOutTransportActionData();
return data;
}
override void CreateConditionComponents()
{
m_ConditionItem = new CCINone();
m_ConditionTarget = new CCTNone();
}
override typename GetInputType()
{
return ContinuousInteractActionInput;
}
override bool HasProgress()
{
return false;
}
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
{
HumanCommandVehicle vehCommand = player.GetCommand_Vehicle();
if (vehCommand)
{
Transport trans = vehCommand.GetTransport();
if (trans)
{
int crewIndex = trans.CrewMemberIndex(player);
return crewIndex >= 0 && trans.CrewCanGetThrough(crewIndex) && trans.IsAreaAtDoorFree(crewIndex);
}
}
return false;
}
override bool SetupAction(PlayerBase player, ActionTarget target, ItemBase item, out ActionData action_data, Param extra_data = NULL)
{
if (super.SetupAction(player, target, item, action_data, extra_data))
{
HumanCommandVehicle vehCommand = action_data.m_Player.GetCommand_Vehicle();
if (vehCommand)
{
Transport trans = vehCommand.GetTransport();
if (trans)
{
GetOutTransportActionData gotActionData = GetOutTransportActionData.Cast(action_data);
ProcessGetOutTransportActionData(trans, gotActionData);
return true;
}
}
}
return false;
}
override void WriteToContext(ParamsWriteContext ctx, ActionData action_data)
{
super.WriteToContext(ctx, action_data);
GetOutTransportActionData gotActionData = GetOutTransportActionData.Cast(action_data);
ctx.Write(gotActionData.m_WasJumpingOutAnim);
}
override bool ReadFromContext(ParamsReadContext ctx, out ActionReciveData action_recive_data)
{
if (!action_recive_data)
action_recive_data = new GetOutTransportActionReciveData;
super.ReadFromContext(ctx, action_recive_data);
GetOutTransportActionReciveData action_data_got = GetOutTransportActionReciveData.Cast(action_recive_data);
if (!ctx.Read(action_data_got.m_WasJumpingOutAnim))
return false;
return true;
}
override void HandleReciveData(ActionReciveData action_recive_data, ActionData action_data)
{
super.HandleReciveData(action_recive_data, action_data);
GetOutTransportActionReciveData recive_data_got = GetOutTransportActionReciveData.Cast(action_recive_data);
GetOutTransportActionData action_data_got = GetOutTransportActionData.Cast(action_data);
action_data_got.m_WasJumpingOutAnim = recive_data_got.m_WasJumpingOutAnim;
}
void ProcessGetOutTransportActionData(Transport veh, GetOutTransportActionData got_action_data)
{
float speed;
if (Car.Cast(veh))
{
got_action_data.m_JumpingOutThreshold = CAR_JUMPOUT_THRESHOLD;
speed = Car.Cast(veh).GetSpeedometerAbsolute();
}
else if (Boat.Cast(veh))
{
got_action_data.m_JumpingOutThreshold = BOAT_JUMPOUT_THRESHOLD;
vector playerPosition = got_action_data.m_Player.PhysicsGetPositionWS();
vector velocity = dBodyGetVelocityAt(veh, playerPosition);
velocity[1] = 0; // sliding check doesn't use vertical velocity
speed = velocity.Normalize();
}
got_action_data.m_Speed = speed;
got_action_data.m_Vehicle = veh;
got_action_data.m_WasJumpingOut = got_action_data.m_Speed > got_action_data.m_JumpingOutThreshold;
if (got_action_data.m_Player.IsOwner())
got_action_data.m_WasJumpingOutAnim = got_action_data.m_WasJumpingOut;
}
override void OnStart(ActionData action_data)
{
super.OnStart(action_data);
HumanCommandVehicle vehCommand = action_data.m_Player.GetCommand_Vehicle();
if (vehCommand)
{
Transport trans = vehCommand.GetTransport();
if (trans)
{
GetOutTransportActionData gotActionData = GetOutTransportActionData.Cast(action_data);
ProcessGetOutTransportActionData(trans, gotActionData);
if (!gotActionData.m_WasJumpingOutAnim)
vehCommand.GetOutVehicle();
else
vehCommand.JumpOutVehicle();
if (Car.Cast(trans))
GetDayZGame().GetBacklit().OnLeaveCar();
if (action_data.m_Player.GetInventory())
action_data.m_Player.GetInventory().LockInventory(LOCK_FROM_SCRIPT);
}
}
}
override void OnStartServer(ActionData action_data)
{
super.OnStartServer(action_data);
HumanCommandVehicle vehCommand = action_data.m_Player.GetCommand_Vehicle();
if (vehCommand)
{
CarScript car;
if (Class.CastTo(car, vehCommand.GetTransport()))
{
car.ForceUpdateLightsStart();
}
}
}
override void OnUpdate(ActionData action_data)
{
if (action_data.m_State == UA_START)
{
if (!action_data.m_Player.GetCommand_Vehicle())
End(action_data);
}
}
override bool CanBeUsedInRestrain()
{
return true;
}
override bool CanBeUsedInVehicle()
{
return true;
}
override bool HasTarget()
{
return false;
}
override int GetActionCategory()
{
return AC_INTERACT;
}
override void OnEnd(ActionData action_data)
{
if (action_data.m_Player.GetInventory())
action_data.m_Player.GetInventory().UnlockInventory(LOCK_FROM_SCRIPT);
}
override void OnEndServer(ActionData action_data)
{
super.OnEndServer(action_data);
GetOutTransportActionData gotActionData = GetOutTransportActionData.Cast(action_data);
// if server determined it was a jump out, or client played jump out animation, deal damage
if (gotActionData.m_WasJumpingOut || gotActionData.m_WasJumpingOutAnim)
{
gotActionData.m_Player.OnJumpOutVehicleFinish(gotActionData.m_Speed);
ApplyJumpOutDmg(action_data);
}
CarScript car = CarScript.Cast(gotActionData.m_Vehicle);
if (car)
car.ForceUpdateLightsEnd();
}
//Manage all jumping out of vehicle damage logic
void ApplyJumpOutDmg(ActionData action_data)
{
GetOutTransportActionData gotActionData = GetOutTransportActionData.Cast(action_data);
CarScript car;
if (Class.CastTo(car, gotActionData.m_Vehicle))
car.OnVehicleJumpOutServer(gotActionData);
BoatScript boat;
if (Class.CastTo(boat, gotActionData.m_Vehicle))
boat.OnVehicleJumpOutServer(gotActionData);
}
// deprecated
int m_DmgFactor;
int m_ShockFactor;
[Obsolete("no replacement")]
void ProcessGetOutActionData(Car car, GetOutTransportActionData got_action_data);
[Obsolete("no replacement")]
void Unhide(PlayerBase player);
}