12 m_ActionData.m_ActionComponent =
new CAContinuousTime(m_ActionData.m_MainItem.GetDeployTime());
71 if (action_data.
m_Player.GetHologramServer())
73 position = action_data.
m_Player.GetLocalProjectionPosition();
74 orientation = action_data.
m_Player.GetLocalProjectionOrientation();
77 if (
GetGame().IsMultiplayer() && action_data.
m_Player.GetHologramServer().IsColliding())
82 action_data.
m_Player.GetHologramServer().PlaceEntity(entity_for_placing);
85 action_data.
m_Player.GetHologramServer().CheckPowerSource();
89 position = action_data.
m_Player.GetPosition();
90 orientation = action_data.
m_Player.GetOrientation();
95 action_data.
m_Player.PlacingCompleteServer();
96 entity_for_placing.OnPlacementComplete(action_data.
m_Player, position, orientation);
100 action_data.
m_MainItem.SetIsBeingPlaced(
false);
103 action_data.
m_MainItem.SoundSynchRemoteReset();
115 player.PredictiveDropEntity(item);
124 vector rotation_matrix[3];
132 if (entity_for_placing.GetInventory().GetCurrentInventoryLocation(source))
134 destination.
SetGroundEx(entity_for_placing, position, direction);
138 action_data.
m_Player.ServerTakeToDst(source, destination);
protected float m_SpecialtyWeight
ref CCIBase m_ConditionItem
ref CCTBase m_ConditionTarget
protected bool m_FullBody
void DropDuringPlacing()
DEPRECATED.
void CreateActionComponent()
override void OnFinishProgressServer(ActionData action_data)
void MoveEntityToFinalPositionSinglePlayer(ActionData action_data, InventoryLocation source, InventoryLocation destination)
override ActionData CreateActionData()
override bool HasProgress()
protected const float POSITION_OFFSET
override void CreateConditionComponents()
void DropDuringPlacing(PlayerBase player)
void MoveEntityToFinalPosition(ActionData action_data, vector position, vector orientation)
override bool HasTarget()
protected m_CallbackClass
bool ClearJunctureEx(Man player, notnull EntityAI item)
Super root of all classes in Enforce script.
proto native void SetGroundEx(EntityAI e, vector pos, float dir[4])
sets current inventory location type to Ground with transformation mat
override bool IsBasebuildingKit()
proto native CGame GetGame()
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.
static proto void MatrixToQuat(vector mat[3], out float d[4])
Converts rotation matrix to quaternion.
static proto void YawPitchRollMatrix(vector ang, out vector mat[3])
Creates rotation matrix from angles.