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https://github.com/EpochModTeam/DayZ-Epoch.git
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player side anti wall 0.2
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@@ -5,50 +5,56 @@
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private ["_vehicle","_intersects","_vehiclePos","_position","_playerPos"];
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_debug = true;
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_activated = false;
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// Vehicle
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_vehicle = _this;
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_vehiclePos = aimpos _vehicle;
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diag_log format["Vehicle: %1", _vehiclePos];
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/*
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_veh = createVehicle ["Sign_sphere10cm_EP1", _vehiclePos, [], 0, "CAN_COLLIDE"];
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_veh setPosASL _vehiclePos;
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_tagColor = "#(argb,8,8,3)color(0,1,0,0.5,ca)";
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_veh setobjecttexture [0,_tagColor];
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*/
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_playerPos = visiblePositionASL player;
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_playerPos set [2,(_playerPos select 2)+1];
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diag_log format["Player: %1", _playerPos];
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/*
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_veh2 = createVehicle ["Sign_sphere10cm_EP1", _playerPos, [], 0, "CAN_COLLIDE"];
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_veh2 setPosASL _playerPos;
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*/
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if(_debug) then {
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diag_log format["Vehicle: %1", _vehiclePos];
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_veh = createVehicle ["Sign_sphere10cm_EP1", _vehiclePos, [], 0, "CAN_COLLIDE"];
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_veh setPosASL _vehiclePos;
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_tagColor = "#(argb,8,8,3)color(0,1,0,0.5,ca)";
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_veh setobjecttexture [0,_tagColor];
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// player
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diag_log format["Player: %1", _playerPos];
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_veh2 = createVehicle ["Sign_sphere10cm_EP1", _playerPos, [], 0, "CAN_COLLIDE"];
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_veh2 setPosASL _playerPos;
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};
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_intersectsWith = lineIntersectsWith [_playerPos, _vehiclePos, player, _vehicle];
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diag_log format["intersectsWith : %1", _intersectsWith];
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_position = "driver";
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if ((count _intersectsWith) > 0) then {
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diag_log format["Player Wall glitched %1 Result: %2 - player: %3 vehicle:%4", player,_intersects,_playerPos,_vehiclePos];
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switch(true)do{
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case (_position == "driver"): {
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player moveInDriver _vehicle;
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};
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case (_position == "gunner"): {
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player moveInGunner _vehicle;
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};
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case (_position == "commander"): {
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player moveInCommander _vehicle;
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};
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case (_position == "cargo"): {
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player moveInCargo _vehicle;
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};
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};
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{
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if (_x isKindOf "Building" or _x isKindOf "DZE_Housebase") exitWith {
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_activated = true;
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};
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} forEach _intersectsWith;
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if(_activated) then {
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diag_log format["Player Wall glitched %1 Result: %2 - player: %3 vehicle:%4", player,_intersects,_playerPos,_vehiclePos];
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switch(true)do{
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default {
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_id = [player,"bled"] spawn player_death;
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};
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case ((_vehicle emptyPositions "driver") > 0): {
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player moveInDriver _vehicle;
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};
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case ((_vehicle emptyPositions "gunner") > 0): {
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player moveInGunner _vehicle;
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};
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case ((_vehicle emptyPositions "commander") > 0): {
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player moveInCommander _vehicle;
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};
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case ((_vehicle emptyPositions "cargo") > 0): {
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player moveInCargo _vehicle;
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};
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};
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};
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};
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