Remove redundant checks already being performed elsewhere

The checks are already being performed in player_spawnCheck and building_spawnZombies. There is no reason to perform them here.
This commit is contained in:
worldwidesorrow
2019-11-11 19:33:07 -06:00
committed by GitHub
parent a05a70efb4
commit e734b03be0

View File

@@ -1,7 +1,7 @@
#include "\z\addons\dayz_code\loot\Loot.hpp" #include "\z\addons\dayz_code\loot\Loot.hpp"
private ["_bypass","_position","_unitTypes","_radius","_method","_agent","_maxlocalspawned","_doLoiter","_wildspawns","_maxControlledZombies", private ["_bypass","_position","_unitTypes","_radius","_method","_agent","_maxlocalspawned","_doLoiter","_wildspawns","_maxControlledZombies",
"_cantSee","_isOk","_zPos","__FILE__","_fov","_safeDistance","_farDistance","_xasl","_eye","_ed","_deg","_skipFOV","_wildSpawns","_tooClose", "_cantSee","_isOk","_zPos","__FILE__","_fov","_safeDistance","_farDistance","_xasl","_eye","_ed","_deg","_skipFOV","_tooClose",
"_type","_loot","_array","_rnd","_lootType","_index","_weights","_loot_count","_favStance","_lootGroup"]; "_type","_loot","_array","_rnd","_lootType","_index","_weights","_loot_count","_favStance","_lootGroup"];
_position = _this select 0; _position = _this select 0;
@@ -10,14 +10,6 @@ _unitTypes = _this select 2; // class of wanted models
//_wildspawns = _this select 3; //_wildspawns = _this select 3;
_bypass = _this select 3; _bypass = _this select 3;
_maxlocalspawned = round(dayz_spawnZombies);
//Lets check if we need to divide the amount of zeds
if (r_player_divideinvehicle > 0) then {
_maxlocalspawned = round(dayz_spawnZombies / r_player_divideinvehicle);
};
_maxControlledZombies = round(dayz_maxLocalZombies);
_cantSee = { _cantSee = {
private "_isOk"; private "_isOk";
@@ -61,15 +53,14 @@ _cantSee = {
_skipFOV = false; _skipFOV = false;
if ((_maxlocalspawned < _maxControlledZombies) && (dayz_CurrentNearByZombies < dayz_maxNearByZombies) && (dayz_currentGlobalZombies < dayz_maxGlobalZeds)) then { if (_bypass) then {
if (_bypass) then {
_skipFOV = true; _skipFOV = true;
_position = [_position,3,20,1] call fn_selectRandomLocation; _position = [_position,3,20,1] call fn_selectRandomLocation;
}; };
if (surfaceIsWater _position) exitWith { diag_log "Location is in Water Abort"; }; if (surfaceIsWater _position) exitWith { diag_log "Location is in Water Abort"; };
if ((_skipFOV) or {([_position, 15, 10, 70] call _cantSee)}) then { if ((_skipFOV) or {([_position, 15, 10, 70] call _cantSee)}) then {
_tooClose = {isPlayer _x} count (_position nearEntities ["CAManBase",30]) > 0; _tooClose = {isPlayer _x} count (_position nearEntities ["CAManBase",30]) > 0;
if (_tooClose) exitwith { diag_log "Zombie_Generate: was too close to player."; }; if (_tooClose) exitwith { diag_log "Zombie_Generate: was too close to player."; };
@@ -119,5 +110,4 @@ if ((_maxlocalspawned < _maxControlledZombies) && (dayz_CurrentNearByZombies < d
_agent setVariable ["BaseLocation", _position]; _agent setVariable ["BaseLocation", _position];
_agent setVariable ["doLoiter", _doLoiter]; // true: Z will be wandering, false: stay still _agent setVariable ["doLoiter", _doLoiter]; // true: Z will be wandering, false: stay still
}; };
};
}; };