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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.
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@@ -1,7 +1,7 @@
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#include "\z\addons\dayz_code\loot\Loot.hpp"
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private ["_bypass","_position","_unitTypes","_radius","_method","_agent","_maxlocalspawned","_doLoiter","_wildspawns","_maxControlledZombies",
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"_cantSee","_isOk","_zPos","__FILE__","_fov","_safeDistance","_farDistance","_xasl","_eye","_ed","_deg","_skipFOV","_wildSpawns","_tooClose",
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"_cantSee","_isOk","_zPos","__FILE__","_fov","_safeDistance","_farDistance","_xasl","_eye","_ed","_deg","_skipFOV","_tooClose",
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"_type","_loot","_array","_rnd","_lootType","_index","_weights","_loot_count","_favStance","_lootGroup"];
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_position = _this select 0;
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@@ -10,14 +10,6 @@ _unitTypes = _this select 2; // class of wanted models
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//_wildspawns = _this select 3;
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_bypass = _this select 3;
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_maxlocalspawned = round(dayz_spawnZombies);
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//Lets check if we need to divide the amount of zeds
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if (r_player_divideinvehicle > 0) then {
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_maxlocalspawned = round(dayz_spawnZombies / r_player_divideinvehicle);
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};
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_maxControlledZombies = round(dayz_maxLocalZombies);
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_cantSee = {
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private "_isOk";
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@@ -61,7 +53,6 @@ _cantSee = {
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_skipFOV = false;
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if ((_maxlocalspawned < _maxControlledZombies) && (dayz_CurrentNearByZombies < dayz_maxNearByZombies) && (dayz_currentGlobalZombies < dayz_maxGlobalZeds)) then {
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if (_bypass) then {
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_skipFOV = true;
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_position = [_position,3,20,1] call fn_selectRandomLocation;
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@@ -120,4 +111,3 @@ if ((_maxlocalspawned < _maxControlledZombies) && (dayz_CurrentNearByZombies < d
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_agent setVariable ["doLoiter", _doLoiter]; // true: Z will be wandering, false: stay still
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};
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};
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};
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