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SCR_EngineAction.c
Go to the documentation of this file.
1
class
SCR_EngineAction
:
SCR_VehicleActionBase
2
{
3
//------------------------------------------------------------------------------------------------
4
override
bool
HasLocalEffectOnlyScript
()
5
{
6
return
true
;
7
}
8
9
//------------------------------------------------------------------------------------------------
10
override
bool
CanBroadcastScript
()
11
{
12
return
false
;
13
}
14
15
//------------------------------------------------------------------------------------------------
16
override
void
PerformContinuousAction
(
IEntity
pOwnerEntity,
IEntity
pUserEntity,
float
timeSlice)
17
{
18
VehicleControllerComponent controller = VehicleControllerComponent.Cast(
m_VehicleController
);
19
if
(controller)
20
controller.TryStartEngine();
21
}
22
25
override
void
OnActionStart(
IEntity
pUserEntity)
26
{
27
VehicleControllerComponent controller = VehicleControllerComponent.Cast(
m_VehicleController
);
28
if
(controller)
29
controller.TryStartEngine();
30
}
31
34
override
void
OnActionCanceled(
IEntity
pOwnerEntity,
IEntity
pUserEntity)
35
{
36
if
(!
m_bIsToggle
&& !
m_bTargetState
)
37
return
;
38
39
VehicleControllerComponent controller = VehicleControllerComponent.Cast(
m_VehicleController
);
40
if
(controller && !controller.IsEngineOn())
41
controller.CancelStart();
42
}
43
44
//------------------------------------------------------------------------------------------------
45
override
bool
CanBeShownScript(
IEntity
user)
46
{
47
return
m_VehicleController
&& super.CanBeShownScript(user) &&
CanBePerformedScript
(user);
48
}
49
50
//------------------------------------------------------------------------------------------------
51
override
bool
GetState
()
52
{
53
VehicleControllerComponent controller = VehicleControllerComponent.Cast(
m_VehicleController
);
54
return
controller && controller.IsEngineOn();
55
}
56
57
//------------------------------------------------------------------------------------------------
58
override
void
SetState(
bool
enable)
59
{
60
VehicleControllerComponent controller = VehicleControllerComponent.Cast(
m_VehicleController
);
61
if
(!controller)
62
return
;
63
64
if
(enable)
65
controller.StartEngine();
66
else
67
controller.StopEngine();
68
}
69
}
CanBroadcastScript
override bool CanBroadcastScript()
Definition
SCR_LoiterUserAction.c:129
HasLocalEffectOnlyScript
override bool HasLocalEffectOnlyScript()
Definition
SCR_LoiterUserAction.c:117
IEntity
Definition
IEntity.c:13
SCR_EngineAction
Definition
SCR_EngineAction.c:2
SCR_VehicleActionBase
Definition
SCR_VehicleActionBase.c:2
SCR_VehicleActionBase::m_bTargetState
bool m_bTargetState
Target state of the action, ignored if toggle.
Definition
SCR_VehicleActionBase.c:9
SCR_VehicleActionBase::GetState
bool GetState()
Current state of the feature.
Definition
SCR_VehicleActionBase.c:100
SCR_VehicleActionBase::m_VehicleController
CompartmentControllerComponent m_VehicleController
Definition
SCR_VehicleActionBase.c:33
SCR_VehicleActionBase::CanBePerformedScript
override bool CanBePerformedScript(IEntity user)
Definition
SCR_VehicleActionBase.c:93
SCR_VehicleActionBase::m_bIsToggle
bool m_bIsToggle
Should action behave as a toggle.
Definition
SCR_VehicleActionBase.c:5
PerformContinuousAction
@ PerformContinuousAction
Definition
EUserActionEvent.c:16
scripts
Game
UserActions
SCR_EngineAction.c
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1.17.0