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Add workaround for ballistics shields (#8418)
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@ -46,7 +46,7 @@ private _p1 = _p0 vectorAdd (_v1 vectorMultiply _range);
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private _pL = lineIntersectsSurfaces [_p0, _p1, _unit, vehicle _unit] select 0 select 0;
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// no intersection found, quit
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// no intersection found, quit (pointed to the sky or too far)
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if (isNil "_pL") exitWith {};
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private _distance = _p0 vectorDistance _pL;
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@ -72,12 +72,25 @@ drawLine3D [
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private _camPos = positionCameraToWorld [0,0,0.2];
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if (count ([_target, "FIRE"] intersect [_camPos, _pL]) > 0) exitWith {};
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if (count ([_unit, "FIRE"] intersect [_camPos, _pL]) > 0) exitWith {};
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// Check for blocking laser by player or external laser source (other player)
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private _blocked = false;
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if (_unit isEqualTo _target && {cameraView in ["INTERNAL","GUNNER"]}) then {
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// Laser belongs to player: check VIEW LOD
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// (it's less detailed & fallbacks to GEO if not present, but allows to draw laser mark behind bulletproof glass)
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if (count ([_unit, "VIEW"] intersect [_camPos, _pL]) > 0) exitWith { _blocked = true; };
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} else {
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// External laser: check FIRE GEO LOD (more detailed)
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if (count ([_target, "FIRE"] intersect [_camPos, _pL]) > 0) exitWith { _blocked = true; };
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if (count ([_unit, "FIRE"] intersect [_camPos, _pL]) > 0) exitWith { _blocked = true; };
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};
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// Exit due to LOS blocked by source/player
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if (_blocked) exitWith {};
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// Convert _camPos to ASL
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_camPos = AGLToASL _camPos;
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// Check for blocking by terrain or object
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if (terrainIntersectASL [_camPos, _pL2]) exitWith {};
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if (lineIntersects [_camPos, _pL2]) exitWith {};
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