56 foreach (
auto p: scene_players)
61 foreach (
auto o: scene_object)
288 sc_obj.
Init(obj_name, pos);
290 if ( sc_obj != NULL )
305 ScenePlayer sc_ply =
new ScenePlayer();
329 sc_obj.
Init(
"player", e.GetPosition());
335 m_Players.Insert( ScenePlayer.Cast( sc_obj ) );
350 for (
int i = 0; i <
m_Players.Count(); ++i )
354 if ( ply != NULL && ply == e )
360 for (
int j = 0; j <
m_Objects.Count(); ++j )
364 if ( obj != NULL && obj == e )
378 int index_p =
m_Players.Find( ScenePlayer.Cast( scene_object ) );
386 int index_o =
m_Objects.Find(scene_object);
PlayerSpawnPresetDiscreteItemSetSlotData name
one set for cargo
proto native Weather GetWeather()
Returns weather controller object.
void SetInitRain(float value)
void SetNameScene(string name)
void DeleteSceneObject(SceneObject scene_object)
void SetInitFog(float value)
array< ref SceneObject > GetSceneObjects()
void SetInitHour(int value)
ScenePlayer CreateScenePlayer()
void SetInitMonth(int value)
float m_WeaterInitWindForce
ref array< ref ScenePlayer > m_Players
void SetInitMinute(int value)
void SetInitOvercast(float value)
SceneObject AddObject(EntityAI e)
float m_WeaterInitOvercast
array< ref SceneObject > GetSceneObjectsAll()
void SetInitWindForce(float value)
SceneObject CreateSceneObject(string obj_name, vector pos)
SceneObject GetSceneObjectByEntityAI(EntityAI e)
ref array< ref SceneObject > m_AllObjs
void SetInitDay(int value)
void SetInitYear(int value)
array< ref ScenePlayer > GetScenePlayers()
ref array< ref SceneObject > m_Objects
void SetInitTime(float time)
void SetNameMission(string name)
void LinkEntityAI(EntityAI e)
SceneObject Init(string obj_name, vector pos)
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
proto native CGame GetGame()
proto native vector Vector(float x, float y, float z)
Vector constructor from components.
const string STRING_EMPTY