64 super.ProgressActionComponent();
76 super.EndActionComponent();
90 if (
action.HasAlternativeInterrupt())
165 if (!
player.GetSurfaceType())
194 if (
data.m_NeedUpdate)
199 data.m_NeedUpdate =
false;
208 data.m_NeedUpdate =
false;
219 data.m_Origin =
data.m_Car.GetPosition();
220 data.m_NeedUpdate =
true;
231 data.m_Car.SetBrake(0.0);
232 data.m_Car.SetHandbrake(0.0);
233 data.m_Car.SetBrakesActivateWithoutDriver(
false);
236 data.m_PushDirection = -1;
238 data.m_PushDirection = 1;
248 data.m_Car.SetBrakesActivateWithoutDriver(
true);
258 data.m_NeedUpdate =
false;
bool IsInReach(PlayerBase player, ActionTarget target, float maxDistance=1.0)
ref CCIBase m_ConditionItem
ref CCTBase m_ConditionTarget
ActionEmptyMagazine CreateActionComponent
override void EndActionComponent()
ActionPushCarData m_ActionDataPushCar
ActionPushCarDataReceiveData m_PushDirection
float m_VerticalDirectionRandom
override void ProgressActionComponent()
float m_HorizontalDirectionRandom
void ApplyForce(ActionPushCarData actionData)
CAContinuousRepeatPushCar PUSH_FORCE_IMPULSE_INCREMENT
override void OnEndServer(ActionData action_data)
override void CreateConditionComponents()
override void OnEndInput(ActionData action_data)
override void OnStartServer(ActionData action_data)
override ActionData CreateActionData()
override void OnUpdate(ActionData action_data)
override bool ReadFromContext(ParamsReadContext ctx, out ActionReciveData action_recive_data)
override void WriteToContext(ParamsWriteContext ctx, ActionData action_data)
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
CarScript GetCar(ActionTarget target)
override void OnStart(ActionData action_data)
override bool HasAlternativeInterrupt()
override void HandleReciveData(ActionReciveData action_recive_data, ActionData action_data)
float GetDirectionDot(Object target, EntityAI player)
void SetACData(Param units)
void OnCompletePogress(ActionData action_data)
float m_DefaultTimeToComplete
ref Param1< float > m_SpentUnits
void CAContinuousRepeatPushCar(float time_to_complete_action)
override int Execute(ActionData action_data)
Input value between 0 and 1, returns value adjusted by easing, no automatic clamping of input(do your...
static float EaseInOutSine(float t)
Serialization general interface. Serializer API works with:
static float Dot(vector v1, vector v2)
Returns Dot product of vector v1 and vector v2.
static proto native float Distance(vector v1, vector v2)
Returns the distance between tips of two 3D vectors.
DayZPlayerConstants
defined in C++
static proto float RandomFloat(float min, float max)
Returns a random float number between and min[inclusive] and max[exclusive].
static proto float AbsFloat(float f)
Returns absolute value.
proto void dBodyApplyImpulseAt(notnull IEntity body, vector impulse, vector pos)
Applies impuls on a pos position in world coordinates.
proto native float dBodyGetMass(notnull IEntity ent)