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

@@ -26,6 +26,7 @@ if (!isDedicated) then {
//animal_monitor = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\animal_monitor.sqf"; //animal_monitor = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\animal_monitor.sqf";
// building_monitor = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\building_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_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_packTent = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_packTent.sqf";
player_packVault = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_packVault.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_unlockVault = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_unlockVault.sqf";
@@ -218,8 +219,13 @@ if (!isDedicated) then {
_agent = _this select 1; _agent = _this select 1;
_cantSee = true; _cantSee = true;
if (!isNull _target) then { 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 { if ((count _tPos > 0) and (count _zPos > 0)) then {
_cantSee = terrainIntersectASL [_tPos, _zPos]; _cantSee = terrainIntersectASL [_tPos, _zPos];
if (!_cantSee) then { if (!_cantSee) then {