◆ AddVicinityCargos()
◆ AddVicinityItems()
void AddVicinityItems |
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Object |
object | ) |
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◆ CanIgnoreDistanceCheck()
◆ ExcludeFromContainer_Phase1()
bool ExcludeFromContainer_Phase1 |
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Object |
actor_in_radius | ) |
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◆ ExcludeFromContainer_Phase2()
bool ExcludeFromContainer_Phase2 |
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Object |
object_in_radius | ) |
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◆ ExcludeFromContainer_Phase3()
bool ExcludeFromContainer_Phase3 |
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Object |
object_in_cone | ) |
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◆ GetFixedHeadHeightAdjustment()
◆ GetInstance()
◆ GetVicinityCargos()
◆ GetVicinityItems()
◆ Init()
◆ IsObstructed()
◆ RefreshVicinityItems()
void RefreshVicinityItems |
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If in free camera, override the position that the inventory gets generated from
If in free camera, don't worry about obstructed objects if there are any
References AddVicinityCargos(), AddVicinityItems(), CanIgnoreDistanceCheck(), Class::CastTo(), CONE_HEIGHT_MAX, CONE_HEIGHT_MIN, Math::Cos(), DayZPlayerUtils(), Math::DEG2RAD, vector::DistanceSq(), ExcludeFromContainer_Phase1(), ExcludeFromContainer_Phase2(), ExcludeFromContainer_Phase3(), RaycastRVParams::flags, GetFixedHeadHeightAdjustment(), GetGame(), CGame::GetObjectsAtPosition3D(), GetPlayer(), INDEX_NOT_FOUND, IsObstructed(), m_VicinityCargos, m_VicinityItems, vector::Normalize(), RaycastRVParams::radius, DayZPhysics::RaycastRVProxy(), BoxCollidingParams::SetParams(), Math::Sin(), RaycastRVParams::type, vector::VectorToAngles(), VICINITY_ACTOR_DISTANCE, VICINITY_CONE_ANGLE, VICINITY_CONE_DISTANCE, VICINITY_CONE_REACH_DISTANCE, VICINITY_DISTANCE, and VICINITY_LARGE_ACTOR_DISTANCE.
Referenced by OnShow(), and Update().
◆ ResetRefreshCounter()
void ResetRefreshCounter |
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◆ Update()
void Update |
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float |
delta_time | ) |
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◆ CE_CENTER
private const string CE_CENTER = "ce_center" |
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◆ CONE_HEIGHT_MAX
private const float CONE_HEIGHT_MAX = 3.0 |
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◆ CONE_HEIGHT_MIN
private const float CONE_HEIGHT_MIN = -0.5 |
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◆ HEIGHT_OFFSET
private const float HEIGHT_OFFSET = 0.2 |
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◆ m_RefreshCounter
private float m_RefreshCounter |
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◆ m_VicinityCargos
◆ m_VicinityItems
◆ OBJECT_OBSTRUCTION_WEIGHT
private const int OBJECT_OBSTRUCTION_WEIGHT = 10000 |
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◆ s_Instance
◆ UPDATE_FREQUENCY
private const float UPDATE_FREQUENCY = 0.25 |
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◆ VICINITY_ACTOR_DISTANCE
private const float VICINITY_ACTOR_DISTANCE = 2.0 |
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◆ VICINITY_CONE_ANGLE
private const float VICINITY_CONE_ANGLE = 30 |
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◆ VICINITY_CONE_DISTANCE
private const float VICINITY_CONE_DISTANCE = 2.0 |
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◆ VICINITY_CONE_RADIANS
private const float VICINITY_CONE_RADIANS = 0.5 |
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◆ VICINITY_CONE_REACH_DISTANCE
private const float VICINITY_CONE_REACH_DISTANCE = 2.0 |
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◆ VICINITY_DISTANCE
private const float VICINITY_DISTANCE = 0.5 |
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◆ VICINITY_LARGE_ACTOR_DISTANCE
private const float VICINITY_LARGE_ACTOR_DISTANCE = 3.0 |
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The documentation for this class was generated from the following file: