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cctcursor.c
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2{
3 protected float m_MaximalActionDistanceSq;
4
5 //approximate head heights
6 const float HEIGHT_ERECT = 1.6;
7 const float HEIGHT_CROUCH = 1.05;
8 const float HEIGHT_PRONE = 0.66;
9
10 void CCTCursor( float maximal_target_distance = UAMaxDistances.DEFAULT )
11 {
12 m_MaximalActionDistanceSq = maximal_target_distance * maximal_target_distance;
13 }
14
15 override bool Can( PlayerBase player, ActionTarget target )
16 {
17 if (!target)
18 return false;
19
20 Object targetObject = target.GetObject();
21 if (!targetObject)
22 targetObject = target.GetParent();
23
24 if (!player || !targetObject || targetObject.IsDamageDestroyed())
25 return false;
26
27 vector playerHeadPos;
28 MiscGameplayFunctions.GetHeadBonePos(player, playerHeadPos);
29
30 float distanceRoot = vector.DistanceSq(target.GetCursorHitPos(), player.GetPosition());
31 float distanceHead = vector.DistanceSq(target.GetCursorHitPos(), playerHeadPos);
32
33 return (distanceRoot <= m_MaximalActionDistanceSq || distanceHead <= m_MaximalActionDistanceSq);
34 }
35};
const float HEIGHT_PRONE
Definition cctcursor.c:8
override bool Can(PlayerBase player, ActionTarget target)
Definition cctcursor.c:15
void CCTCursor(float maximal_target_distance=UAMaxDistances.DEFAULT)
Definition cctcursor.c:10
const float HEIGHT_CROUCH
Definition cctcursor.c:7
const float HEIGHT_ERECT
Definition cctcursor.c:6
float m_MaximalActionDistanceSq
Definition cctcursor.c:3