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Reworked GetOutMan EH
- Allows to park closer to walls - Better prevent against Wall Glitching - Now works for all Buildings (not only Epoch Walls)
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commit
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@ -13,19 +13,26 @@
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Github:
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https://github.com/EpochModTeam/Epoch/tree/release/Sources/epoch_code/compile/EPOCH_getOutMan_EH.sqf
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*/
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//[[[cog import generate_private_arrays ]]]
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private ["_dirTo","_end","_start"];
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//[[[end]]]
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params ["_unit","_position","_vehicle"];
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if (_unit == player) then {
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_start = getPosWorld _vehicle;
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// _worldPos set[2, (_worldPos select 2) + 1];
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_dirTo = _vehicle getDir player;
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_end = _vehicle getPos [(_vehicle distance player) + 1, _dirTo];
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{
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if (_x isKindOf "Const_All_Walls_F") exitWith{
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player moveInAny _vehicle;
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EPOCH_antiWallCount = EPOCH_antiWallCount + 1;
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};
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} forEach lineintersectsobjs[_start, AGLToASL _end, player, _vehicle, true, 2];
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_this spawn {
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private ["_animationstate","_StartTime","_eyepos","_dirTo","_end","_start"];
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params ["_unit","_position","_vehicle"];
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_animationstate = animationstate player;
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_StartTime = diag_ticktime;
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waituntil {diag_ticktime - _StartTime > 5 || _animationstate != (animationstate player)};
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if (diag_ticktime - _StartTime > 5) exitwith {};
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_start = getPosWorld _vehicle;
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_eyepos = eyepos player;
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_dirTo = _start getDir _eyepos;
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_end = _start getPos [(_start distance _eyepos) + 0.5, _dirTo];
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_end set [2,_eyepos select 2];
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{
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if (_x isKindOf "Building") exitWith{
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player moveInAny _vehicle;
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EPOCH_antiWallCount = EPOCH_antiWallCount + 1;
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};
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} forEach lineintersectsobjs [_start, _end, player, _vehicle, true, 2];
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};
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};
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