1095 {
1097 return;
1101
1102 vector direction = ib.GetDirection();
1104
1106 if (direction[0] < 0)
1107 angle = -angle;
1108
1111
1113 int count = items.Count();
1114 for ( int i = 0; i < count; ++i )
1115 {
1116 item = items.Get(i);
1117 if ( item )
1119 }
1120 }
InventoryMode
NOTE: PREDICTIVE is not to be used at all in multiplayer.
proto native bool EnumerateInventory(InventoryTraversalType tt, out array< EntityAI > items)
enumerate inventory using traversal type and filling items array
bool DropEntityInBounds(InventoryMode mode, EntityAI owner, notnull EntityAI item, vector halfExtents, float angle, float cosAngle, float sinAngle)
script counterpart to engine's class Inventory
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
static float Dot(vector v1, vector v2)
Returns Dot product of vector v1 and vector v2.
static const vector Forward
InventoryTraversalType
tree traversal type, for more see http://en.wikipedia.org/wiki/Tree_traversal
static proto float Acos(float c)
Returns angle in radians from cosinus.
static proto float Cos(float angle)
Returns cosinus of angle in radians.
static proto float Sin(float angle)
Returns sinus of angle in radians.