56 foreach (
auto p: scene_players)
61 foreach (
auto o: scene_object)
288 sc_obj.
Init(obj_name, pos);
290 if ( sc_obj != NULL )
305 ScenePlayer sc_ply =
new ScenePlayer();
329 sc_obj.
Init(
"player", e.GetPosition());
335 m_Players.Insert( ScenePlayer.Cast( sc_obj ) );
350 for (
int i = 0; i <
m_Players.Count(); ++i )
354 if ( ply != NULL && ply == e )
360 for (
int j = 0; j <
m_Objects.Count(); ++j )
364 if ( obj != NULL && obj == e )
378 int index_p =
m_Players.Find( ScenePlayer.Cast( scene_object ) );
386 int index_o =
m_Objects.Find(scene_object);
PlayerSpawnPresetDiscreteItemSetSlotData name
one set for cargo
proto native World GetWorld()
proto native Weather GetWeather()
Returns weather controller object.
void SetInitRain(float value)
void SetNameScene(string name)
void DeleteSceneObject(SceneObject scene_object)
void SetInitFog(float value)
array< ref SceneObject > GetSceneObjects()
void SetInitHour(int value)
ScenePlayer CreateScenePlayer()
void SetInitMonth(int value)
float m_WeaterInitWindForce
ref array< ref ScenePlayer > m_Players
void SetInitMinute(int value)
void SetInitOvercast(float value)
SceneObject AddObject(EntityAI e)
float m_WeaterInitOvercast
array< ref SceneObject > GetSceneObjectsAll()
void SetInitWindForce(float value)
SceneObject CreateSceneObject(string obj_name, vector pos)
SceneObject GetSceneObjectByEntityAI(EntityAI e)
ref array< ref SceneObject > m_AllObjs
void SetInitDay(int value)
void SetInitYear(int value)
array< ref ScenePlayer > GetScenePlayers()
ref array< ref SceneObject > m_Objects
void SetInitTime(float time)
void SetNameMission(string name)
void LinkEntityAI(EntityAI e)
SceneObject Init(string obj_name, vector pos)
proto native Fog GetFog()
Returns a fog phenomenon object.
proto native void SetWindSpeed(float speed)
Sets the actual wind speed in metre per second.
proto native Rain GetRain()
Returns a rain phenomenon object.
proto native Overcast GetOvercast()
Returns an overcast phenomenon object.
proto native void Set(float forecast, float time=0, float minDuration=0)
Sets the forecast.
proto native void SetDate(int year, int month, int day, int hour, int minute)
Sets actual ingame world time.
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
proto native CGame GetGame()
proto native vector Vector(float x, float y, float z)
Vector constructor from components.
const string STRING_EMPTY