コード例 #1
0
 public CorpseStruct(LootItem corpse)
 {
     _corpse       = corpse;
     _objectName   = "Corpse";// _corpse.Item.ShortName.Localized();
     _positionBase = LocalGameWorld.W2S(_corpse.transform.position);
     _distance     = (int)Vector3.Distance(LocalGameWorld.MainCamera.transform.position, _corpse.transform.position);
 }
コード例 #2
0
 public ItemStruct(LootItem item)
 {
     _lootItem     = item;
     _objectName   = _lootItem.Item.ShortName.Localized();
     _positionBase = LocalGameWorld.W2S(_lootItem.transform.position);
     _distance     = (int)Vector3.Distance(LocalGameWorld.MainCamera.transform.position, _lootItem.transform.position);
 }
コード例 #3
0
 public ThrowableStruct(Throwable throwable)
 {
     _throwable    = throwable;
     _objectName   = _GenerateObjectName(_throwable.name);// _corpse.Item.ShortName.Localized();
     _positionBase = LocalGameWorld.W2S(_throwable.transform.position);
     _distance     = (int)Vector3.Distance(LocalGameWorld.MainCamera.transform.position, _throwable.transform.position);
 }
コード例 #4
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 public ExfiltrationStruct(ScavExfiltrationPoint exfil)
 {
     _scavExfil    = exfil;
     _objectName   = _scavExfil.Settings.Name.Localized();
     _positionBase = LocalGameWorld.W2S(_scavExfil.transform.position);
     _distance     = (int)Vector3.Distance(LocalGameWorld.MainCamera.transform.position, _scavExfil.transform.position);
     _status       = _scavExfil.Status;
 }
コード例 #5
0
ファイル: Bones.cs プロジェクト: themaoci/NLog-JET-CheatBase
        public static List <Vector3> GetPlayerBonePositions_inW2S(EFT.Player player)
        {
            List <Vector3> bones    = GetPlayerBonePositions(player);
            List <Vector3> toReturn = new List <Vector3>();

            for (int i = 0; i < bones.Count; i++)
            {
                _tempBonePos = LocalGameWorld.W2S(bones[i]);
                toReturn.Add(_tempBonePos);
            }
            return(toReturn);
        }
コード例 #6
0
 public PlayerStruct(EFT.Player player)
 {
     // this struct should be multithreaded, for the sake of performance and less loop lag
     _playerData       = player;
     _itemInHands      = _playerData.HandsController.Item.ShortName.Localized();
     _getHealth        = (int)_playerData.HealthController.GetBodyPartHealth(EBodyPart.Common).Current;
     _getHealthMax     = (int)_playerData.HealthController.GetBodyPartHealth(EBodyPart.Common).Maximum;
     _distance         = (int)Vector3.Distance(LocalGameWorld.MainCamera.transform.position, _playerData.Transform.position);
     _bonePositions    = Bones.GetPlayerBonePositions_inW2S(_playerData);
     _getHealthProcent = (int)Math.Round(_getHealth / _getHealthMax * 100.0, 0);
     _positionHead     = LocalGameWorld.W2S(_playerData.PlayerBody.PlayerBones.Head.position);
     _positionHead.y   = Screen.height - _positionHead.y;
     _positionBase     = LocalGameWorld.W2S(_playerData.Transform.position);
     _positionBase.y   = Screen.height - _positionBase.y;
     _objectName       = _playerData.Profile.Info.Nickname; // for now lets stay like this ;)
 }