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https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2025-12-13 19:52:38 +03:00
fixes zombies attacking without true los
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@@ -26,14 +26,15 @@ if (!isDedicated) then {
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//animal_monitor = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\animal_monitor.sqf";
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// building_monitor = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\building_monitor.sqf";
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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
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player_harvest = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_harvest.sqf";
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player_packTent = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_packTent.sqf";
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player_packVault = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_packVault.sqf";
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player_unlockVault = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_unlockVault.sqf";
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player_removeObject = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\remove.sqf";
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player_removeNet = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_removeNet.sqf";
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player_removeNet = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_removeNet.sqf";
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player_unlockDoor = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_unlockDoor.sqf";
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player_unlockDoor = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_unlockDoor.sqf";
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player_changeCombo = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_changeCombo.sqf";
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player_lockVault = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_lockVault.sqf";
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@@ -218,8 +219,13 @@ if (!isDedicated) then {
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_agent = _this select 1;
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_cantSee = true;
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if (!isNull _target) then {
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_tPos = aimPos _target;
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_zPos = aimPos _agent;
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_tPos = visiblePositionASL _target;
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_zPos = visiblePositionASL _agent;
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_tPos set [2,(_tPos select 2)+1];
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_zPos set [2,(_zPos select 2)+1];
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if ((count _tPos > 0) and (count _zPos > 0)) then {
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_cantSee = terrainIntersectASL [_tPos, _zPos];
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if (!_cantSee) then {
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