1095 {
1097 return;
1100
1101 vector direction = ib.GetDirection();
1103
1105 if (direction[0] < 0)
1106 angle = -angle;
1107
1110
1112 int count = items.Count();
1113 for ( int i = 0; i < count; ++i )
1114 {
1115 item = items.Get(i);
1116 if ( item )
1117 ib.GetInventory().DropEntityInBounds(
InventoryMode.SERVER, ib, item, halfExtents, angle, cos, sin);
1118 }
1119 }
InventoryMode
NOTE: PREDICTIVE is not to be used at all in multiplayer.
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
proto native CGame GetGame()
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.