35 proto external
bool GetOutVehicle_NoDoor(
vector targetTransform[4],
bool sendIntoRagdoll,
bool performWhenPaused,
bool isExitTeleport =
false);
47 [
Obsolete(
"Use IsDoorFromAnotherVehicle(vehicle, doorIndex).")]
54 proto external
bool TurnOut(
bool turnOut);
void OnCompartmentEntered(AIAgent agent, IEntity targetEntity, BaseCompartmentManagerComponent manager, int mgrID, int slotID, bool move)
void OnCompartmentLeft(AIAgent agent, IEntity targetEntity, BaseCompartmentManagerComponent manager, int mgrID, int slotID, bool move)
IEntity GetOwner()
Owner entity of the fuel tank.
proto external bool GetOutVehicle_NoDoor(vector targetTransform[4], bool sendIntoRagdoll, bool performWhenPaused, bool isExitTeleport=false)
Uses teleport - character is teleported to targetTransform, and door state will not be changed.
proto external bool IsInCompartment()
Returns true if we're inside a compartment.
proto external bool IsSwitchingSeatsAnim()
Returns true if character is in the switching animation.
proto external bool IsTargetVehicleAccessible(IEntity targetEntity)
Returns true if.
proto external bool TurnOut(bool turnOut)
Turn out/in from/to compartment if it has the option for it.
proto external BaseCompartmentSlot FindFreeCompartment(IEntity targetEntity, ECompartmentType compartmentType, bool useReserved=true)
Returns the first free compartment of a given type on.
proto external void KickFromVehicle(int doorInfoIndex)
Kick another character out. It should use the teleport exit position.
proto external bool CanGetInVehicle(IEntity targetEntity)
Returns true if.
proto external bool IsDoorFromAnotherVehicle(IEntity vehicle, int doorIndex)
proto external void SetActivePilotCompartment(BaseCompartmentSlot pilotCompartment)
proto external bool CompareSeatOutVectorAndGravity(float dotThreshold)
CompartmentAccessComponentClass GameComponentClass GetVehicleCompartmentManagerOwner()
proto external BaseCompartmentSlot GetCompartment()
Returns the compartent we're in.
proto external bool CanGetInVehicleViaDoor(IEntity targetEntity, BaseCompartmentManagerComponent compartmentManagerCompartment, int doorInfoIndex)
Returns true if.
proto external bool IsInCompartmentADS()
Returns true if we're inside a compartment with enabled ADS.
proto external bool IsGettingIn()
Returns true while getting in.
proto external bool CanGetOutVehicle()
Returns true if compartment can be gotten out of.
proto external bool CanAccessDoor(IEntity targetEntity, BaseCompartmentManagerComponent compartmentManagerCompartment, int doorInfoIndex)
Returns true if.
proto external BaseCompartmentSlot FindCompartmentReservedBy(IEntity targetEntity, IEntity reservedBy)
proto external bool GetInVehicle(IEntity vehicle, BaseCompartmentSlot compartment, bool forceTeleport, int doorInfoIndex, ECloseDoorAfterActions closeDoor, bool performWhenPaused)
If force teleport, doorInfoIndex is ignored. closeDoor is still respected.
proto external void InterruptVehicleActionQueue(bool interruptCurrentAction, bool forced, bool replicate)
Interrupt the get in/get out process.
proto external bool OpenDoor(IEntity vehicle, ECharacterDoorAnimType doorAnimType, int doorInfoIndex)
Open door only.
proto external bool AreDoorsFromDifferentVehicle(IEntity vehicle, int doorIndex)
proto external bool GetOutVehicle(EGetOutType type, int doorInfoIndex, ECloseDoorAfterActions closeDoor, bool performWhenPaused, bool isExitTeleport=false)
If force teleport, doorInfoIndex is used for the teleport position and closeDoor is ignored.
proto external bool CanGetOutVehicleViaDoor(int doorIndex)
Returns true if compartment can be gotten out of via the door with index.
proto external bool FindSuitableTeleportLocation(vector TR[4])
proto external bool CloseDoor(IEntity vehicle, ECharacterDoorAnimType doorAnimType, int doorInfoIndex)
Close door only.
proto external bool IsVehicleFlipped(float dotThreshold)
proto external bool IsGettingOut()
Returns true while getting out.
proto external bool CanJumpOutVehicle()
Returns true if current compartment can be jumped from.