fixes zombies attacking without true los

This commit is contained in:
[VB]AWOL
2013-11-06 09:19:51 -06:00
parent b49d402eb1
commit 9709225254

View File

@@ -26,14 +26,15 @@ if (!isDedicated) then {
//animal_monitor = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\animal_monitor.sqf";
// building_monitor = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\building_monitor.sqf";
player_fired = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_fired.sqf"; //Runs when player fires. Alerts nearby Zeds depending on calibre and audial rating
player_harvest = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_harvest.sqf";
player_packTent = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_packTent.sqf";
player_packVault = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_packVault.sqf";
player_unlockVault = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_unlockVault.sqf";
player_removeObject = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\remove.sqf";
player_removeNet = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_removeNet.sqf";
player_removeNet = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_removeNet.sqf";
player_unlockDoor = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_unlockDoor.sqf";
player_unlockDoor = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_unlockDoor.sqf";
player_changeCombo = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_changeCombo.sqf";
player_lockVault = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_lockVault.sqf";
@@ -218,8 +219,13 @@ if (!isDedicated) then {
_agent = _this select 1;
_cantSee = true;
if (!isNull _target) then {
_tPos = aimPos _target;
_zPos = aimPos _agent;
_tPos = visiblePositionASL _target;
_zPos = visiblePositionASL _agent;
_tPos set [2,(_tPos select 2)+1];
_zPos set [2,(_zPos select 2)+1];
if ((count _tPos > 0) and (count _zPos > 0)) then {
_cantSee = terrainIntersectASL [_tPos, _zPos];
if (!_cantSee) then {