105 {
106
107 vector fire_point_pos = building.GetSelectionPositionMS(
FIREPOINT_FIRE_POSITION + fire_point_index.ToString() );
108 vector fire_point_rot = building.GetSelectionPositionMS(
FIREPOINT_PLACE_ROT + fire_point_index.ToString() );
109 fire_point_pos_world = building.ModelToWorld( fire_point_pos );
110 fire_point_rot_world = building.ModelToWorld( fire_point_rot );
111
112
113 ref array<Object> nearest_objects = new array<Object>;
114 ref array<CargoBase> proxy_cargos = new array<CargoBase>;
115 g_Game.GetObjectsAtPosition3D( fire_point_pos_world, 0.25, nearest_objects, proxy_cargos );
116
117 for ( int i = 0; i < nearest_objects.Count(); ++i )
118 {
119 Object object = nearest_objects.Get( i );
120
122 {
123 return false;
124 }
125 }
126
127 return true;
128 }
static const string FIREPOINT_PLACE_ROT
static const string FIREPOINT_FIRE_POSITION