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parent
fe35e64696
commit
6fce923783
@ -86,10 +86,10 @@ if (_lastFireMode != -1) then {
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// With no ammo, distance display will be empty, but gun will still fire at wonky angle if aimed at ground
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// With no ammo, distance display will be empty, but gun will still fire at wonky angle if aimed at ground
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private _testSeekerPosASL = AGLtoASL (positionCameraToWorld [0,0,0]);
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private _testSeekerPosASL = AGLtoASL (positionCameraToWorld [0,0,0]);
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private _testSeekerDir = _testSeekerPosASL vectorFromTo (AGLtoASL (positionCameraToWorld [0,0,1]));
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private _testSeekerDir = _testSeekerPosASL vectorFromTo (AGLtoASL (positionCameraToWorld [0,0,1]));
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private _laserRange = [_testSeekerPosASL, _testSeekerDir, _mortarVeh] call EFUNC(laser,shootRay);
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private _testPoint = _testSeekerPosASL vectorAdd (_testSeekerDir vectorMultiply viewDistance);
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_laserRange params ["", ["_rayDistance", -5]]; // ToDo: move shootRay to common
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if ((terrainIntersectASL [_testSeekerPosASL, _testPoint]) || {lineIntersects [_testSeekerPosASL, _testPoint]}) then {
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TRACE_2("",_rayDistance,viewDistance);
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_useRealWeaponDir = false; // If we are not looking at infinity (based on viewDistance)
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_useRealWeaponDir = _rayDistance > viewDistance; // If we are looking at infinity (based on viewDistance)
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};
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};
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};
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if (_useRealWeaponDir) then {
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if (_useRealWeaponDir) then {
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