67 {
68
70 m_PPERequesterIdx = GetRequesterIndex(m_PPERequesterType);
71
72 SetSynchDirty();
73
74
76 {
80
81
83 vector closestPoint = areaPos;
84 int dist = 0;
85 int temp;
86 int index = 0;
87 for ( int i = 0; i < artilleryPoints.Count(); i++ )
88 {
89 temp = vector.DistanceSq( artilleryPoints.Get( i ), areaPos );
90 if ( temp < dist || dist == 0 )
91 {
92 dist = temp;
93 index = i;
94 }
95 }
96
97 closestPoint = artilleryPoints.Get( index );
98
99
100 float delay = vector.Distance( closestPoint, areaPos );
103
104 Param3<vector, vector, float> pos;
105 array<ref Param> params;
106
107
108 pos = new Param3<vector, vector, float>( closestPoint, areaPos, delay );
109 params = new array<ref Param>;
110
111
112 params.Insert( pos );
114
117
119
122 }
123 }
proto native void RPC(Object target, int rpcType, notnull array< ref Param > params, bool guaranteed, PlayerIdentity recipient=null)
Initiate remote procedure call. When called on client, RPC is evaluated on server; When called on ser...
proto native Mission GetMission()
const float ARTILLERY_SHELL_SPEED
const float AIRBORNE_FX_OFFSET
const int AREA_SETUP_DELAY
const int AIRBORNE_EXPLOSION_DELAY
array< vector > GetArtyFiringPos()
proto native CGame GetGame()
class JsonUndergroundAreaTriggerData GetPosition