308 {
309 Land_WarheadStorage_Main closestBunker;
311 if (closestBunker)
312 return closestBunker;
313
314 float smallestDist = float.MAX;
316
318 return null;
319
320 foreach (Land_WarheadStorage_Main bunker:
m_Bunkers)
321 {
322 float dist = vector.DistanceSq(bunker.GetPosition(),thisPos);
323 if (dist < smallestDist)
324 {
325 closestBunker = bunker;
326 smallestDist =dist;
327 }
328 }
329
331 {
333
336 }
337
339
340 return closestBunker;
341 }
void SetPowerServer(bool hasPower)
static ref map< Land_WarheadStorage_PowerStation, Land_WarheadStorage_Main > m_BunkerStationMap
PowerGeneratorStatic m_PowerGenerator
static ref set< Land_WarheadStorage_Main > m_Bunkers
vector GetPosition()
Get the world position of the Effect.