ActionStopEngineBoat.c
class ActionStopEngineBoat: ActionSingleUseBase
{
void ActionStopEngineBoat()
{
m_CommandUID = DayZPlayerConstants.CMD_ACTIONMOD_STOPENGINE;
m_StanceMask = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
m_Text = "#stop_engine";
}
override void CreateConditionComponents()
{
m_ConditionItem = new CCINone;
m_ConditionTarget = new CCTNone;
}
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
{
HumanCommandVehicle vehCommand = player.GetCommand_Vehicle();
if (!vehCommand)
return false;
auto vehicle = BoatScript.Cast(vehCommand.GetTransport());
if (!vehicle)
return false;
if (!vehicle.EngineIsOn())
return false;
return vehicle.CrewDriver() == player;
}
override void OnExecute(ActionData action_data)
{
HumanCommandVehicle vehCommand = action_data.m_Player.GetCommand_Vehicle();
if (!vehCommand)
return;
auto vehicle = BoatScript.Cast(vehCommand.GetTransport());
if (!vehicle)
return;
if (vehicle.GetNetworkMoveStrategy() == NetworkMoveStrategy.PHYSICS)
{
// Only perform on clients (or robos), validation is performed in C++
if (action_data.m_Player.GetInstanceType() == DayZPlayerInstanceType.INSTANCETYPE_SERVER)
{
return;
}
}
vehicle.EngineStop();
}
override bool CanBeUsedInVehicle()
{
return true;
}
override bool UseMainItem()
{
return false;
}
override bool HasTarget()
{
return false;
}
}