DIFF

class VicinityItemManagerSource

Constants 13

private const float UPDATE_FREQUENCY = 0.25
Referenced by Update()
private const float VICINITY_DISTANCE = 0.5
private const float VICINITY_ACTOR_DISTANCE = 2.0
private const float VICINITY_LARGE_ACTOR_DISTANCE = 3.0
private const float VICINITY_CONE_DISTANCE = 2.0
private const float VICINITY_CONE_REACH_DISTANCE = 2.0
private const float VICINITY_CONE_ANGLE = 30
private const float VICINITY_CONE_RADIANS = 0.5
private const string CE_CENTER = "ce_center"
private const float HEIGHT_OFFSET = 0.2
private const int OBJECT_OBSTRUCTION_WEIGHT = 10000

in grams

private const float CONE_HEIGHT_MIN = -0.5
private const float CONE_HEIGHT_MAX = 3.0

Members 5

private ref array<EntityAI> m_VicinityItems = new array<EntityAI>()
private ref array<CargoBase> m_VicinityCargos = new array<CargoBase>()
private float m_RefreshCounter
Referenced by ResetRefreshCounter(), and Update()
private static ref VicinityItemManager s_Instance
Referenced by GetInstance()
ref array<Shape> rayShapes = new array<Shape>()DIAG_DEVELOPER

Methods 20

void Init()
array<EntityAI> GetVicinityItems()
References m_VicinityItems
array<CargoBase> GetVicinityCargos()
References m_VicinityCargos
void AddVicinityCargos(CargoBase object)
void ResetRefreshCounter()
References m_RefreshCounter
bool ExcludeFromContainer_Phase2(Object object_in_radius)

If in free camera, allow viewing of inventory

bool CanIgnoreDistanceCheck(EntityAI entity_ai)
void RefreshVicinityItems()
References AddVicinityCargos(), AddVicinityItems(), new BoxCollidingParams()
Show 64 more, 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_DISTANCE
Referenced by InventoryMenu.OnShow(), and Update()
protected float GetFixedHeadHeightAdjustment(PlayerBase player)

If in free camera, don't worry about obstructed objects if there are any

bool IsObstructed(Object filtered_object)
private void DebugActorsSphereDraw(float radius)DIAG_DEVELOPER
private void DebugObjectsSphereDraw(float radius)DIAG_DEVELOPER
private void DebugRaycastDraw(vector start, vector end)DIAG_DEVELOPER
private void CleanupDebugShapes(array<Shape> shapesArr)DIAG_DEVELOPER