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Update fn_isInsideBuilding.sqf
Adding private tags and an exithwith if the object is null. This happends a lot.
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@@ -10,14 +10,15 @@
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// - arg#1 is a boolean: check also whether arg#0 is inside (bounding box of) some non-enterable buildings around. Can be used to check if a player or an installed item is on a building roof.
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// - arg#0 is posATL, arg#1 should be a building
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private ["_unit","_inside","_building","_size"];
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private ["_check","_unit","_inside","_building","_size","_type"];
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_check = {
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private ["_inside"];
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private ["_building", "_point", "_inside", "_offset", "_relPos", "_boundingBox", "_min", "_max", "_myX", "_myY", "_myZ"];
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_building = _this select 0;
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_point = _this select 1;
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_inside = false;
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if (isNull _building) exitwith {_inside};
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_point = _this select 1;
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_offset = 1; // shrink building boundingbox by this length.
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_relPos = _building worldToModel _point;
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@@ -64,7 +65,7 @@ else {
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if ((!_inside) AND {(count _this > 1)}) then { // if optional argument is a boolean
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{
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_building = _x;
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_type = typeOf _x;
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_type = typeOf _building;
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if ((((!(_type IN DayZ_SafeObjects)) // not installable objects
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AND {(!(_type isKindOf "ReammoBox"))}) // not lootpiles (weaponholders and ammoboxes)
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AND {((_size + (sizeOf _type)) > _unit distance _x)}) // objects might colliding
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@@ -76,4 +77,4 @@ else {
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};
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//diag_log ("fnc_isInsideBuilding Check: " + str(_inside)+ " last building:"+str(_building));
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_inside
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_inside
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