1250 {
1253 vector rotation_matrix[3];
1254 float direction[4];
1257 parent.GetCollisionBox(minmax);
1258
1261
1262
1264 int count, i;
1265
1267 if (parentInventory)
1268 {
1270 for (i = 0; i < count; ++i)
1271 {
1273 }
1274 }
1275
1276
1278 if (parentCargo)
1279 {
1281 for (i = 0; i < count; ++i)
1282 {
1283 ents.Insert(parentCargo.
GetItem(i));
1284 }
1285 }
1286
1287
1289 {
1294 }
1295 }
static void ThrowEntityFromInventory(notnull EntityAI entity, vector position, float direction[4], vector force, int flags)
proto native int GetItemCount()
proto native EntityAI GetItem(int index)
represents base for cargo storage for entities
proto native EntityAI GetAttachmentFromIndex(int index)
proto native CargoBase GetCargo()
cargo
proto native int AttachmentCount()
Returns count of attachments attached to this item.
script counterpart to engine's class Inventory
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
proto native vector Vector(float x, float y, float z)
Vector constructor from components.
static proto void MatrixToQuat(vector mat[3], out float d[4])
Converts rotation matrix to quaternion.
static proto void YawPitchRollMatrix(vector ang, out vector mat[3])
Creates rotation matrix from angles.
static proto float RandomFloat(float min, float max)
Returns a random float number between and min[inclusive] and max[exclusive].