1122 {
1123 vector position = parent.GetPosition();
1124 vector orientation = parent.GetOrientation();
1125 vector rotation_matrix[3];
1126 float direction[4];
1129 parent.GetCollisionBox(minmax);
1130
1133
1134
1136 int count, i;
1137
1138 count = parent.GetInventory().AttachmentCount();
1139 for (i = 0; i < count; ++i)
1140 {
1141 ents.Insert(parent.GetInventory().GetAttachmentFromIndex(i));
1142 }
1143
1144
1145 count = parent.GetInventory().GetCargo().GetItemCount();
1146 for (i = 0; i < count; ++i)
1147 {
1148 ents.Insert(parent.GetInventory().GetCargo().GetItem(i));
1149 }
1150
1151
1153 {
1158 }
1159 }
static void ThrowEntityFromInventory(notnull EntityAI entity, vector position, float direction[4], vector force, int flags)
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.