142 float csSum =
float.MAX;
225 if (obj.GetDamageZoneNameByComponentIndex(
cInfo.component) ==
zoneName)
ref array< typename > TargetableObjects void MeleeTargetSettings(vector coneOrigin, float coneLength, float coneHalfAngle, float coneMinHeight, float coneMaxHeight, vector rayStart, vector dir, float maxDist, EntityAI pToIgnore, array< typename > targetableObjects)
bool FindMostSuitableComponent(Object obj, BoxCollidingResult bResult, MeleeTargetSettings settings, out float sum, out ref ComponentResult result)
bool EvaluateComponent(Object obj, ComponentInfo cInfo, MeleeTargetSettings settings, out ref ComponentResult result)
bool EvaluateComponentEx(Object obj, ComponentInfo cInfo, MeleeTargetSettings settings, out ref ComponentResult result, array< string > blacklistedDamageZones)
MeleeTargetData GetMeleeTarget(MeleeTargetSettings settings, out array< Object > allTargets=null)
bool IsMeleeTargetObstructed(vector rayStart, vector rayEnd)
bool FindMostSuitableComponentEx(Object obj, BoxCollidingResult bResult, MeleeTargetSettings settings, out float sum, out ref ComponentResult result, array< string > blacklistedDamageZones)
class MeleeTargetData ConeOrigin
class ComponentResult MELEE_TARGET_OBSTRUCTION_LAYERS
MeleeTargetData GetMeleeTargetEx(MeleeTargetSettings settings, out array< Object > allTargets=null, array< string > blacklistedDamageZones=null)
Class that holds parameters to feed into CGame.IsBoxCollidingGeometryProxy.
static proto bool RayCastBullet(vector begPos, vector endPos, PhxInteractionLayers layerMask, Object ignoreObj, out Object hitObject, out vector hitPosition, out vector hitNormal, out float hitFraction)
static Shape DrawLine(vector from, vector to, int color=0xFFFFFFFF, int flags=0)
void MeleeTargetData(Object o, vector p, int c)
static proto native float DistanceSq(vector v1, vector v2)
Returns the square distance between tips of two 3D vectors.
proto float Normalize()
Normalizes vector. Returns length.
static proto native float Distance(vector v1, vector v2)
Returns the distance between tips of two 3D vectors.
proto native CGame GetGame()
proto native vector Vector(float x, float y, float z)
Vector constructor from components.
static proto float AngleFromPosition(vector origin, vector originDir, vector target)
Angle that a target is from the direction of an origin.
static proto vector NearestPoint(vector beg, vector end, vector pos)
Point on line beg .. end nearest to pos.
static proto void ConePoints(vector origin, float length, float halfAngle, float angleOffset, out vector leftPoint, out vector rightPoint)
Calculates the points of a right 2D cone in 3D space.
static proto float Lerp(float a, float b, float time)
Linearly interpolates between 'a' and 'b' given 'time'.
static proto float SqrFloat(float f)
Returns squared value.
static proto float Tan(float angle)
Returns tangent of angle in radians.
static proto float Atan2(float y, float x)
Returns angle in radians from tangent.
static const float RAD2DEG
static const float DEG2RAD
static proto float AbsFloat(float f)
Returns absolute value.