We don't care if a valid transform couldn't be found, we just want to preferably use it instead of placing on the old item
125 {
126 super.CopyOldPropertiesToNew(old_item, new_item);
127
129
132 int count = children.Count();
133 for (int i = 0; i < count; ++i)
134 {
136 if (child)
137 {
139 child.GetInventory().GetCurrentInventoryLocation(child_src);
140
142
143
146
149
151
152 m_Player.LocalTakeToDst(child_src, child_dst);
153
155 }
156 }
157 }
proto native void RemoteObjectTreeCreate(Object obj)
RemoteObjectCreate - postponed registration of network object (and creation of remote object)....
static proto native bool PrepareDropEntityPos(EntityAI owner, notnull EntityAI item, out vector mat[4], bool useValuesInMatrix=false, int conflictCheckDepth=-1)
Finds a transformation for the item to be dropped to If the initial transforation overlaps with anoth...
script counterpart to engine's class Inventory
proto native void SetGround(EntityAI e, vector mat[4])
sets current inventory location type to Ground with transformation mat
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
InventoryTraversalType
tree traversal type, for more see http://en.wikipedia.org/wiki/Tree_traversal
proto native CGame GetGame()
static void MatrixIdentity4(out vector mat[4])
Creates identity matrix.