public override bool VehicleEntryRequest(IVehicleGameObj vehicle, ref int seat) { //This player can only enter the passenger seat of vehicles. If it's a one seater then the player is prohibited from entering. if (seat == 0) { seat = Engine.FindEmptyVehicleSeat(vehicle, false); } return(true); }
public override bool VehicleFlipEvent(IVehicleGameObj vehicle) { return(true); }
public override void VehicleExitEvent(IVehicleGameObj vehicle, IcPlayer player, int seat) { }
public override bool VehicleEntryRequestEvent(IVehicleGameObj vehicle, IcPlayer player, ref int seat) { return(true); }
public override void VehicleExit(IVehicleGameObj vehicle, int seat) { //Remove the increase when they exit. vehicle.DefenseObject.ShieldStrengthMax = vehicle.Definition.DefenseObjectDef.ShieldStrengthMax; }
public override void VehicleEnter(IVehicleGameObj vehicle, int seat) { //This player increases the health of any vehicle they enter by 10% vehicle.DefenseObject.ShieldStrengthMax *= 1.1f; vehicle.DefenseObject.ShieldStrength = vehicle.DefenseObject.ShieldStrengthMax; }
public override void VehicleEnter(IScriptableGameObj obj, IVehicleGameObj vehicle, int seat) { }
public override bool VehicleEntryRequest(IScriptableGameObj obj, IVehicleGameObj vehicle, ref int seat) { return(true); }
public override void VehicleExit(IVehicleGameObj vehicle, int seat) { }