public string ShapeBaseTossPatch(coShapeBase thisobj) { if (!thisobj.isObject()) return string.Empty; coItem item = console.Call_Classname("ItemData", "CreateItem", new[] {"HealthKitPatch"}); item["istemp"] = true.AsString(); item["sourceObject"] = thisobj; item["static"] = false.AsString(); (( coSimSet)"MissionCleanup").pushToBack(item); Random r = new Random(); Point3F vec = new Point3F(-1 + (float) r.NextDouble()*2, -1*(float) r.NextDouble()*2, (float) r.NextDouble()); vec = vec.vecotrScale(10); Point3F eye = thisobj.getEyeVector(); float dot = new Point3F("0 0 1 ").vectorDot(eye); if (dot < 0) dot = -dot; vec = vec + new Point3F("0 0 8").vecotrScale(1 - dot); vec = vec + thisobj.getVelocity(); TransformF pos = new TransformF(thisobj.getWorldBox().minExtents); item.setTransform(pos); item.applyImpulse(pos.MPosition, vec); item.setCollisionTimeout(thisobj); item.call("schedulePop"); return item; }
public void ShapeBaseDamage(coShapeBase shapebase, coShapeBase sourceobject, Point3F position, float damage, string damagetype) { // All damage applied by one object to another should go through this method. // This function is provided to allow objects some chance of overriding or // processing damage values and types. As opposed to having weapons call // ShapeBase::applyDamage directly. Damage is redirected to the datablock, // this is standard procedure for many built in callbacks. if (shapebase.isObject()) { coShapeBaseData datablock = shapebase.getDataBlock(); datablock.call("damage", shapebase, position.AsString(), sourceobject, damage.AsString(), damagetype); } }
public int ShapeBaseShapeBaseGetInventory(coShapeBase thisobj, coItemData data) { return thisobj.isObject() ? thisobj["inv[" + data.getName() + "]"].AsInt() : 0; }