104 {
105
106 vector fire_point_pos = building.GetSelectionPositionMS(
OVENPOINT_FIRE_POSITION + fire_point_index.ToString() );
107 vector fire_point_rot = building.GetSelectionPositionMS(
OVENPOINT_PLACE_ROT + fire_point_index.ToString() );
108 fire_point_pos_world = building.ModelToWorld( fire_point_pos );
109 fire_point_rot_world = building.ModelToWorld( fire_point_rot );
110
111
112 ref array<Object> nearest_objects = new array<Object>;
113 ref array<CargoBase> proxy_cargos = new array<CargoBase>;
114 g_Game.GetObjectsAtPosition3D( fire_point_pos_world, 1, nearest_objects, proxy_cargos );
115
116 for ( int i = 0; i < nearest_objects.Count(); ++i )
117 {
118 Object object = nearest_objects.Get( i );
119
121 {
122 return false;
123 }
124 }
125
126 return true;
127 }
static const string OVENPOINT_PLACE_ROT
static const string OVENPOINT_FIRE_POSITION