player anti wall distance sanity check

This commit is contained in:
[VB]AWOL
2013-11-17 21:44:16 -06:00
parent b0926265ae
commit 11809dfb58

View File

@@ -4,29 +4,24 @@
*/
private ["_vehicle","_vehiclePos","_playerPos","_activated","_id","_intersectsWith"];
_activated = false;
// Vehicle
_vehicle = _this;
_vehiclePos = aimpos _vehicle;
_playerPos = visiblePositionASL player;
_playerPos set [2,(_playerPos select 2)+1];
_intersectsWith = lineIntersectsWith [_playerPos, _vehiclePos, player, _vehicle];
if ((count _intersectsWith) > 0) then {
{
if (_x isKindOf "Building" or _x isKindOf "DZE_Housebase") exitWith {
_activated = true;
};
} forEach _intersectsWith;
if(_activated) then {
diag_log format["Player Wall glitched %1 - player: %2 vehicle:%3", player,_playerPos,_vehiclePos];
cutText [(localize "str_epoch_player_9"), "PLAIN DOWN"];
_id = [player,"bled"] spawn player_death;
// limit distance just incase
if((_playerPos distance _vehiclePos) < 10) then {
// diag_log format["Player Wall glitched %1 - player: %2 vehicle:%3", player,_playerPos,_vehiclePos];
cutText [(localize "str_epoch_player_9"), "PLAIN DOWN"];
_id = [player,"crushed"] spawn player_death;
};
};
};
};