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Concertina Wire - Don't recoil broken wire, fix killer
Close #3695 - Don't recoil broken wire - Use midpoint to search for nearby cars, and ensure the veh was moving.
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@ -86,7 +86,7 @@ class CfgVehicles {
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selection = "";
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displayName = "$STR_ACE_UNROLLWIRE";
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distance = 5;
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condition = "true";
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condition = "alive _target";
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statement = QUOTE([ARR_2(_target,_player)] call FUNC(dismount));
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showDisabled = 0;
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exceptions[] = {};
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@ -14,13 +14,17 @@
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*/
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#include "script_component.hpp"
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params ["_wire", "_killer"];
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TRACE_2("params",_wire,_killer);
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private ["_distance", "_vehicle"];
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if (isNull _killer) then {
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_killer = _wire getVariable ["ace_concertina_wire_lastDamager", objNull];
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if (isNull _killer) then {
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_killer = nearestObject [_wire, "car"];
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private _midPoint = ((_wire selectionPosition "start") vectorAdd (_wire selectionPosition "deploy")) vectorMultiply 0.5;
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{
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if ((vectorMagnitude velocity _x) > 0) exitWith {_killer = _x};
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} forEach (nearestObjects [(_wire modelToWorld _midPoint), ["Car"], 8]);
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};
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};
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if (isNull _killer || {_killer == _wire} || {_killer == gunner (vehicle _killer)}) exitWith {};
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