36 if (
player.GetItemInHands() &&
player.GetItemInHands().IsHeavyBehaviour())
39 if (
player.GetCommand_Vehicle())
91 car.ForceUpdateLightsStart();
104 if (!
action_data.m_Player.GetCommand_Vehicle() || !
action_data.m_Player.GetCommand_Vehicle().IsGettingIn())
127 car.ForceUpdateLightsEnd();
ref CCIBase m_ConditionItem
ref CCTBase m_ConditionTarget
void End()
called on surrender end request end
override void Start(ActionData action_data)
override bool HasProgress()
override void OnEndServer(ActionData action_data)
override void OnStartServer(ActionData action_data)
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
override void CreateConditionComponents()
override bool CanBeUsedInRestrain()
override void OnUpdate(ActionData action_data)
void ActionGetInTransport()
override int GetActionCategory()
override void OnEndClient(ActionData action_data)
Super root of all classes in Enforce script.
Base native class for all motorized wheeled vehicles.
DayZPlayerConstants
defined in C++
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.