123 {
125 return;
128 vector mousePos, worldPos;
136
138 {
139 m_MouseCurPos.SetText(
"Mouse: "+ MiscGameplayFunctions.TruncateToS(worldPos[0]) +
", "+ MiscGameplayFunctions.TruncateToS(worldPos[1]) +
", "+ MiscGameplayFunctions.TruncateToS(worldPos[2]));
140 }
142 {
143 float dst = (worldPos - playerPos).Length();
144
145 m_MapDistWidget.SetText(
"Distance: " + MiscGameplayFunctions.TruncateToS(dst));
146 }
148 {
150 float heading = Math3D.AngleFromPosition(playerPos, playerCamDir, worldPos) * Math.RAD2DEG;
152 }
153 }
proto native float SurfaceY(float x, float z)
proto native DayZPlayer GetPlayer()
proto native vector GetCurrentCameraDirection()
TextWidget m_MapHeadingWidget
MapWidget m_DebugMapWidget
TextWidget m_MapDistWidget
proto string ToString(bool simple=true)
proto native CGame GetGame()
proto void GetMousePos(out int x, out int y)