469 {
470 #ifdef DIAG_DEVELOPER
471 if (DiagMenu.GetBool(
DiagMenuIDs.MISC_ACTION_TARGETS_DEBUG))
472 CleanupDebugShapes(obstruction);
473 #endif
474
475 array<Object> obstructingObjects = new array<Object>;
476 MiscGameplayFunctions.FilterObstructingObjects(vicinityObjects, obstructingObjects);
477
478 if ( obstructingObjects.Count() > 0 )
479 {
480 PlayerBase player = PlayerBase.Cast(
g_Game.GetPlayer());
481
482 int numObstructed = 0;
484
486 {
487 array<Object> filteredObjects = new array<Object>;
491 }
492 else
493 {
495 }
496 }
497 }
ref map< Object, Object > m_VicinityObjects
const float c_MaxTargetDistance
const float c_DistanceDelta
void FilterObstructedObjects(Object cursor_target)
const int GROUPING_COUNT_THRESHOLD
vector m_RayStart
objects in vicinity