139 {
142
143 array<Object> nearestObjects = new array<Object>();
144
147 pos = pSettings.
m_Parent.GetPosition();
148
150 if (nearestObjects.Count() > 0)
151 {
154 }
155 }
proto native void GetObjectsAtPosition(vector pos, float radius, out array< Object > objects, out array< CargoBase > proxyCargos)
Returns list of all objects in circle "radius" around position "pos".
override void WarmAndCoolItemsInVicinity(UniversalTemperatureSourceSettings pSettings, vector position, out notnull array< Object > nearestObjects)
override void DryItemsInVicinity(UniversalTemperatureSourceSettings pSettings, vector position, out notnull array< Object > nearestObjects)
vector m_Position
if the stats can be overriden by coefficient/variables from WorldData (currently TemperatureCap only)
float m_TemperatureCap
used to determine speed of temperature change, and some temperature subsystems
float m_RangeMax
range where the full temperature is given to receiver
float m_TemperatureItemCap
how often the Update is ticking
proto native CGame GetGame()