247 {
248 gatheredGurfaces.Clear();
249
252
253 positions.Insert(playerPos);
258
259 foreach (
vector pos : positions)
260 {
261 string surfaceType;
263
264 if (!gatheredGurfaces.Contains(surfaceType))
265 gatheredGurfaces.Insert(surfaceType, pos);
266 }
267
268 #ifdef DIAG_DEVELOPER
270 {
271 foreach (
vector p:positions)
273 }
274 #endif
275
276 }
const float SURFACE_CHECK_POINT_DISTANCE
proto float SurfaceGetType3D(float x, float y, float z, out string type)
Y input: Maximum Y to trace down from; Returns: Y position the surface was found.
static Shape DrawLine(vector from, vector to, int color=0xFFFFFFFF, int flags=0)
proto native CGame GetGame()
array< vector > TVectorArray