1123 {
1124 vector position = parent.GetPosition();
1125 vector orientation = parent.GetOrientation();
1126 vector rotation_matrix[3];
1127 float direction[4];
1130 parent.GetCollisionBox(minmax);
1131
1134
1135
1137 int count, i;
1138
1141 for (i = 0; i < count; ++i)
1142 {
1144 }
1145
1146
1149 for (i = 0; i < count; ++i)
1150 {
1151 ents.Insert(parentCargo.
GetItem(i));
1152 }
1153
1154
1156 {
1161 }
1162 }
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].
proto native vector GetVelocity(notnull IEntity ent)
Returns linear velocity.