19 if ( !target )
return false;
21 Object target_object = target.GetObject();
22 string action_selection = target_object.GetActionComponentName( target.GetComponentIndex() );
25 if ( target_object && building && action_selection.
Contains( FireplaceIndoor.FIREPOINT_ACTION_SELECTION ) )
29 vector fire_point_pos_world, fire_point_rot_world;
30 int fire_point_index = FireplaceIndoor.GetFirePointIndex( action_selection );
31 if ( FireplaceIndoor.CanPlaceFireplaceInSelectedSpot( building, fire_point_index, fire_point_pos_world, fire_point_rot_world ) )
34 if ( building.HasSelection( FireplaceIndoor.FIREPOINT_PLACE_ROT + fire_point_index.ToString() ) )
36 vector diff = fire_point_rot_world - fire_point_pos_world;
39 float dotp =
vector.
Dot(
"0 0 1" , diff );
41 if ( ( diff[0] < 0 ) && ( diff[2] < 0 ) )
42 rot_deg = 360.0 - rot_deg;
43 else if ( ( diff[0] < 0 ) && ( diff[2] > 0 ) )
44 rot_deg = 360.0 - rot_deg;
49 float fire_point_dist =
vector.
Distance( fire_point_pos_world, player.GetPosition() );
50 if ( fire_point_dist <= 2 )
52 player.SetLastFirePoint( fire_point_pos_world );
53 player.SetLastFirePointIndex( fire_point_index );
54 player.SetLastFirePointRot( rot_deg );
69 vector smoke_point_pos = action_data.
m_Target.GetObject().GetSelectionPositionMS( FireplaceIndoor.FIREPOINT_SMOKE_POSITION +
m_FirePointIndex.ToString() );
70 vector smoke_point_pos_world = action_data.
m_Target.GetObject().ModelToWorld( smoke_point_pos );
73 FireplaceIndoor fp_indoor = FireplaceIndoor.Cast( obj );
81 fp_indoor.SetOrientation( fprot );
83 fp_indoor.Synchronize();
86 action_data.
m_Player.ServerTakeEntityToTargetAttachment(fp_indoor, action_data.
m_MainItem);
protected float m_SpecialtyWeight
ref CCIBase m_ConditionItem
ref CCTBase m_ConditionTarget
protected bool IsInReach(PlayerBase player, ActionTarget target, float maxDistance=1.0)
protected int m_StanceMask
ActionPlaceFireplaceIndoor m_FirePointIndex
class ActionTargets ActionTarget
const int ECE_PLACE_ON_SURFACE
void ActionCreateIndoorFireplace()
override void OnExecuteServer(ActionData action_data)
override void CreateConditionComponents()
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
ref ActionTarget m_Target
protected int m_CommandUID
proto native Object CreateObjectEx(string type, vector pos, int iFlags, int iRotation=RF_DEFAULT)
Creates object of certain type.
static proto native float Distance(vector v1, vector v2)
Returns the distance between tips of two 3D vectors.
proto float Normalize()
Normalizes vector. Returns length.
static float Dot(vector v1, vector v2)
Returns Dot product of vector v1 and vector v2.
DayZPlayerConstants
defined in C++
proto native CGame GetGame()
static proto float Acos(float c)
Returns angle in radians from cosinus.
static const float RAD2DEG
bool Contains(string sample)
Returns true if sample is substring of string.