//------------------------------------------------------------------------
void CVehicleSeatActionMovement::OnAction(const TVehicleActionId actionId, int activationMode, float value)
{
	if (actionId == eVAI_MoveForward)
		m_actionForward = value;
	else if (actionId == eVAI_MoveBack)
		m_actionForward = -value;

	IVehicleMovement* pMovement = m_pVehicle->GetMovement();
	CRY_ASSERT(pMovement);

	pMovement->OnAction(actionId, activationMode, value);
}
//------------------------------------------------------------------------
void CVehicleSeatActionMovement::StopUsing()
{
	IActorSystem* pActorSystem = CCryAction::GetCryAction()->GetIActorSystem();
	CRY_ASSERT(pActorSystem);

	IVehicleMovement* pMovement = m_pVehicle->GetMovement();
	if (!pMovement)
		return;

	CRY_ASSERT(m_pSeat);

	// default to continuing for a bit
	m_delayedStop = 0.8f;

	IActor* pActor = pActorSystem->GetActor(m_pSeat->GetPassenger());

	if (pActor && pActor->IsPlayer())
	{
		// if stopped already don't go anywhere
		IPhysicalEntity*   pPhys = m_pVehicle->GetEntity()->GetPhysics();
		pe_status_dynamics status;
		if (pPhys && pPhys->GetStatus(&status))
		{
			if (status.v.GetLengthSquared() < 25.0f)
				m_delayedStop = 0.0f;
		}

		if (m_actionForward > 0.0f)
			m_delayedStop = 1.5f;

		if (pMovement->GetMovementType() == IVehicleMovement::eVMT_Air)
			m_delayedStop *= 2.0f;

		m_pVehicle->SetObjectUpdate(this, IVehicle::eVOU_AlwaysUpdate);

		// prevent full pedal being kept pressed, but give it a bit
		pMovement->OnAction(eVAI_MoveForward, eAAM_OnPress, 0.1f);
	}
	else
	{
		if (pMovement->GetMovementType() == IVehicleMovement::eVMT_Air)
		{
			m_delayedStop = 0.0f;
			m_pVehicle->SetObjectUpdate(this, IVehicle::eVOU_AlwaysUpdate);
		}
		else
		{
			pMovement->StopDriving();
		}
	}
}
	virtual void ProcessEvent(EFlowEvent flowEvent, SActivationInfo* pActivationInfo)
	{
		if (flowEvent == eFE_Activate && IsPortActive(pActivationInfo, EIP_StartDriving))
		{
			IEntity* pEntity = pActivationInfo->pEntity;
			if(!pEntity)
				return;

			IVehicle* pVehicle;
			pVehicle = gEnv->pGame->GetIGameFramework()->GetIVehicleSystem()->GetVehicle( pEntity->GetId() );
			if(!pVehicle || pVehicle->IsDestroyed())
			{
				return;
			}

			IVehicleMovement* pMovement = pVehicle->GetMovement();
			if (!pMovement)
				return;

			CVehicleMovementBase* pMovementBase = StaticCast_CVehicleMovementBase(pMovement);
			if (!pMovementBase)
				return;

			IActor* pPlayer = g_pGame->GetIGameFramework()->GetClientActor();
			if (!pPlayer)
				return;

			const EntityId localPlayer = pPlayer->GetEntityId();
			if (pVehicle->GetSeatCount() == 0) // Don't need to remotely enter
			{
				pMovement->StartDriving(localPlayer);
			}
			else
			{
				pVehicle->EvictAllPassengers();

				IVehicleSeat* pSeat = pVehicle->GetSeatById(1);
				if (pSeat)
				{
					// Can't use remote entering to control otherwise if vehicle blows up, player dies
					//pSeat->EnterRemotely(localPlayer);

					pMovement->StartDriving(localPlayer);
					m_prevSeatLockStatus = pSeat->GetLockedStatus();
					pSeat->SetLocked(eVSLS_Locked);
				}
			}

			m_fDuration = GetPortFloat(pActivationInfo, EIP_Time);
			m_fSpeed = GetPortFloat(pActivationInfo, EIP_Speed);
			m_actInfo = *pActivationInfo;
			m_entityId = pEntity->GetId();
			
			SetActive(true);
		}
		else if (flowEvent == eFE_Update)
		{
			if (!m_bActive)
			{
				if (m_bNeedsCleanup)
				{
					Cleanup();
				}

				return;
			}

			IEntity* pEntity = pActivationInfo->pEntity;
			if(!pEntity)
			{
				SetActive(false);
				return;
			}

			IVehicle* pVehicle;
			pVehicle = gEnv->pGame->GetIGameFramework()->GetIVehicleSystem()->GetVehicle( pEntity->GetId() );
			if(!pVehicle || pVehicle->IsDestroyed())
			{
				SetActive(false);
				return;
			}

			const float curTime = gEnv->pTimer->GetFrameStartTime().GetSeconds();
			if ((curTime - m_fStartedTime) >= m_fDuration)
			{
				SetActive(false);

				ActivateOutput(pActivationInfo, EOP_TimeComplete, true);
			}
			else // Update every frame
			{
				IVehicleMovement* pMovement = pVehicle->GetMovement();
				if (pMovement)
				{
					// prevent full pedal being kept pressed, but give it a bit
					pMovement->OnAction(eVAI_MoveForward, eAAM_OnPress, 1.0f);
				}
			}
		}
	}