Use nearEntities for empty drivable vehicles

NearEntities is faster and works fine for empty drivable vehicles that
are not destroyed.
This commit is contained in:
ebaydayz
2016-02-22 16:52:39 -05:00
parent ea948c7e0d
commit 9bbeb1e43e
3 changed files with 4 additions and 4 deletions

View File

@@ -13,7 +13,7 @@ _towTruckSize = (sizeOf typeOf _towTruck);
_allowedSize = _towTruckSize-(_towTruckSize/3);
// Get all nearby vehicles within 10m
_findNearestVehicles = nearestObjects [_towTruck, ["Car","Motorcycle"], 10];
_findNearestVehicles = _towTruck nearEntities [["Car","Motorcycle"],10];
_findNearestVehicle = [];
{
if (alive _x && _towTruck != _x) then {

View File

@@ -282,7 +282,7 @@ if (!isNull cursorTarget && !_inVehicle && !_isPZombie && (player distance curso
//diag_log format["CREW: %1 ALLOW: %2",(count (crew _cursorTarget)),_allowTow];
if (_allowTow) then {
_liftHelis = nearestObjects [player, DZE_HeliAllowTowFrom, 15];
_liftHelis = player nearEntities [DZE_HeliAllowTowFrom,15];
{
if(!_found) then {
_posL = [_x] call FNC_getPos;

View File

@@ -13,7 +13,7 @@ _upgrade = _this;
if (vehicle player != player) exitWith {DZE_ActionInProgress = false; cutText [(localize "STR_EPOCH_ACTIONS_18"), "PLAIN DOWN"]};
// look for nearest empty vehicle
_findNearestVehicles = nearestObjects [player, ["LandVehicle"], 10];
_findNearestVehicles = player nearEntities [["LandVehicle"],10];
_findNearestVehicle = [];
{
if (alive _x && (count (crew _x)) == 0) exitWith {
@@ -129,7 +129,7 @@ if (_IsNearVehicle >= 1) then {
publicVariableServer "PVDZE_veh_Upgrade";
cutText [(localize "STR_EPOCH_VEHUP_SUCCESS"), "PLAIN DOWN"];
{player reveal _x;} count (nearestObjects [player,["AllVehicles"],30]);
{player reveal _x;} count (player nearEntities [["LandVehicle"],10]);
};
}
else {