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Update fn_isSheltered to use vehicle player
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@@ -173,5 +173,5 @@ if (!isNull _insideBox) then { // bounding box detected
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};
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};
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dayz_insideBuilding = [objNull, _insideBox] select _inside;
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_dir call fnc_isSheltered;
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[_unit, _dir] call fnc_isSheltered; // [vehicle player, direction of boundingBox if appropriate]
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_inside
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@@ -14,7 +14,7 @@
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///////////////////////////////////////////////////////////////////////////////////////////////////
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local _deepScan = {
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local _objects = lineIntersectsWith [_pos1, _pos2, player, objNull, true]; // sorted (nearest last)
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local _objects = lineIntersectsWith [_pos1, _pos2, _unit, objNull, true]; // sorted (nearest last)
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local _nearest = (count _objects) - 1; // nearest object
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local _idx = _this; // weight index
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@@ -75,7 +75,8 @@ local _deepScan = {
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//
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///////////////////////////////////////////////////////////////////////////////////////////////////
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local _dir = _this; // align hemisphere to building if inside
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local _unit = _this select 0; // vehicle player
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local _dir = _this select 1; // align hemisphere to building if inside
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local _rad = 50; // scan radius
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local _seg = 8; // initial segments
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local _spin = 0; // z spin offset per arc-cycle
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@@ -84,7 +85,7 @@ local _e2 = 5.0; // long edge length
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local _scanWgt = [1,1.5,2]; // scan weighting index
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local _hitWgt = [0,0,0]; // record hit weighting
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local _total = 0; // total hits, adjusted for weighting
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local _pos1 = aimPos player; // ASL from
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local _pos1 = aimPos _unit; // ASL from
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local _pos2 = +_pos1; // ASL to
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_pos2 set [2, (_pos2 select 2) + _rad]; // overhead pos
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