Drop other, non-material attachments tied to the construction part.
1339 {
1342 {
1348 {
1350 {
1351
1353
1354
1356 if (
g_Game.IsMultiplayer())
1358
1360 {
1362 }
1363 else if (player)
1364 {
1365 groundPos = player.GetPosition();
1366 }
1367 else
1368 {
1369 groundPos = attachment.GetPosition();
1370 }
1371
1374 m4[3] = groundPos;
1375
1377 }
1378 }
1379 }
1380 }
InventoryMode
NOTE: PREDICTIVE is not to be used at all in multiplayer.
ConstructionPart GetConstructionPart()
PlayerSpawnPreset slotName
Super root of all classes in Enforce script.
bool HasEssentialAttachmentSlots()
array< string > GetEssentialAttachmentSlots()
Instanced construction part data classes for dynamic data, statics now stored on EntityType level in ...
bool DropEntityWithTransform(InventoryMode mode, EntityAI owner, notnull EntityAI item, vector transform[4])
proto native bool SetSlotLock(int slot, bool locked)
script counterpart to engine's class Inventory
static proto native int GetSlotIdFromString(string slot_name)
converts string to slot_id
provides access to slot configuration
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.
static void MatrixIdentity4(out vector mat[4])
Creates identity matrix.