1122 {
1123 vector position = parent.GetPosition();
1124 vector orientation = parent.GetOrientation();
1125 vector rotation_matrix[3];
1126 float direction[4];
1127
1129 parent.GetCollisionBox(minmax);
1130
1133
1135 for ( int i = 0; i < parent.GetInventory().AttachmentCount(); ++i )
1136 {
1140
1142 }
1143
1144 for ( int j = 0; j < parent.GetInventory().GetCargo().GetItemCount(); ++j )
1145 {
1149
1151 }
1152 }
static void ThrowEntityFromInventory(notnull EntityAI entity, vector position, float direction[4], vector force, int flags)
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].
proto native vector GetVelocity(notnull IEntity ent)
Returns linear velocity.