class VicinityItemManagerSource
Constants 13
private const float VICINITY_DISTANCE = 0.5Referenced by RefreshVicinityItems()
private const float VICINITY_ACTOR_DISTANCE = 2.0Referenced by RefreshVicinityItems()
private const float VICINITY_LARGE_ACTOR_DISTANCE = 3.0Referenced by RefreshVicinityItems()
private const float VICINITY_CONE_DISTANCE = 2.0Referenced by RefreshVicinityItems()
private const float VICINITY_CONE_REACH_DISTANCE = 2.0private const float VICINITY_CONE_ANGLE = 30Referenced by RefreshVicinityItems()
private const float VICINITY_CONE_RADIANS = 0.5private const string CE_CENTER = "ce_center"private const float HEIGHT_OFFSET = 0.2private const int OBJECT_OBSTRUCTION_WEIGHT = 10000in grams
private const float CONE_HEIGHT_MIN = -0.5Referenced by RefreshVicinityItems()
private const float CONE_HEIGHT_MAX = 3.0Referenced by RefreshVicinityItems()
Members 5
private float m_RefreshCounterprivate static ref VicinityItemManager s_InstanceReferenced by GetInstance()
ref array<Shape> rayShapes = new array<Shape>()DIAG_DEVELOPERReferenced by DebugActorsSphereDraw(), DebugConeDraw(), DebugObjectsSphereDraw()
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, DebugRaycastDraw()Methods 20
static VicinityItemManager GetInstance()Referenced by InventoryMenu.OnShow(), MissionGameplay.HideInventory(), and VicinityContainer.UpdateInterval()
void Init()References m_VicinityItems
Referenced by VicinityContainer.UpdateInterval()
void AddVicinityItems(Object object)Referenced by RefreshVicinityItems()
References m_VicinityCargos
Referenced by VicinityContainer.UpdateInterval()
void AddVicinityCargos(CargoBase object)Referenced by RefreshVicinityItems()
void Update(float delta_time)Referenced by VicinityContainer.UpdateInterval()
References Class.Cast(), Class.Cast(), Class.CastTo()
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, vector.Dot(), Human.GetBoneIndexByName(), DayZCreature.GetBoneIndexByName(), Object.GetBonePositionWS(), Object.GetBonePositionWS(), MiscGameplayFunctions.GetHeadingVector(), FreeDebugCamera.GetInstance(), CGame.GetPlayer(), Object.GetPosition(), Object.GetPosition(), Camera.IsActive(), EntityAI.IsBeingPlaced(), EntityAI.IsHologram(), Object.IsMan(), Object.IsParticle(), Object.IsScriptedLight(), EntityAI.IsZombie(), EntityAI.IsZombieMilitary(), vector.Normalize(), and vector.Normalize()Referenced by RefreshVicinityItems()
If in free camera, allow viewing of inventory
References Class.Cast(), Class.CastTo(), CGame.GetPlayer()
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, EntityAI.IsBeingPlaced(), EntityAI.IsHologram(), Object.IsParticle(), and Object.IsScriptedLight()Referenced by RefreshVicinityItems()
Referenced by RefreshVicinityItems()
Referenced by RefreshVicinityItems()
void RefreshVicinityItems()References AddVicinityCargos(), AddVicinityItems(), new BoxCollidingParams()
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, CanIgnoreDistanceCheck(), Object.CanObstruct(), Object.CanObstruct(), Object.CanProxyObstruct(), Object.CanProxyObstruct(), Object.CanProxyObstruct(), Class.Cast(), Class.CastTo(), array.Clear(), array.Clear(), array.Clear(), Math.Cos(), array.Count(), array.Count(), vector.DistanceSq(), ExcludeFromContainer_Phase1(), ExcludeFromContainer_Phase2(), ExcludeFromContainer_Phase3(), MiscGameplayFunctions.FilterObstructedObjectsByGrouping(), MiscGameplayFunctions.FilterObstructingObjects(), array.Find(), array.Find(), DayZPlayerUtils.GetEntitiesInCone(), GetFixedHeadHeightAdjustment(), MiscGameplayFunctions.GetHeadingVector(), FreeDebugCamera.GetInstance(), CGame.GetObjectsAtPosition3D(), Object.GetOrientation(), CGame.GetPlayer(), Object.GetPosition(), Object.GetPosition(), Object.GetPosition(), Object.GetPosition(), array.Insert(), array.Insert(), Camera.IsActive(), CGame.IsBoxCollidingGeometryProxy(), IsObstructed(), vector.Normalize(), new RaycastRVParams(), DayZPhysics.RaycastRVProxy(), BoxCollidingParams.SetParams(), Math.Sin(), vector.VectorToAngles(), CONE_HEIGHT_MAX, CONE_HEIGHT_MIN, Math.DEG2RAD, RaycastRVParams.flags, RaycastRVResult.hierLevel, m_VicinityCargos, m_VicinityItems, BoxCollidingResult.obj, RaycastRVResult.obj, BoxCollidingResult.parent, RaycastRVResult.parent, RaycastRVResult.pos, RaycastRVParams.radius, RaycastRVParams.type, VICINITY_ACTOR_DISTANCE, VICINITY_CONE_ANGLE, VICINITY_CONE_DISTANCE, VICINITY_CONE_REACH_DISTANCE, VICINITY_DISTANCE, and VICINITY_LARGE_ACTOR_DISTANCEprotected float GetFixedHeadHeightAdjustment(PlayerBase player)If in free camera, don't worry about obstructed objects if there are any
References DayZPlayer.IsPlayerInStance(), PlayerConstants.HEAD_HEIGHT_CROUCH, PlayerConstants.HEAD_HEIGHT_ERECT
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, PlayerConstants.HEAD_HEIGHT_PRONEReferenced by RefreshVicinityItems()
References MiscGameplayFunctions.IsObjectObstructed()
Referenced by RefreshVicinityItems()
private void DebugActorsSphereDraw(float radius)DIAG_DEVELOPERReferences CleanupDebugShapes(), Debug.DrawSphere(), CGame.GetPlayer()
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, Object.GetPosition(), array.Insert(), and rayShapesprivate void DebugObjectsSphereDraw(float radius)DIAG_DEVELOPERReferences Debug.DrawSphere(), CGame.GetPlayer(), Object.GetPosition()
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, array.Insert(), and rayShapesprivate void DebugRaycastDraw(vector start, vector end)DIAG_DEVELOPERprivate void DebugConeDraw(vector start, float cone_angle)DIAG_DEVELOPERprivate void CleanupDebugShapes(array<Shape> shapesArr)DIAG_DEVELOPERReferenced by DebugActorsSphereDraw()