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vector corrections and improvements
Correct vector snap issues clientside Correct vector placement issues server side Correct remoteExec reveal to clients(fixes incorrect placement during swap)
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@ -287,9 +287,8 @@ if (_class != "") then {
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if (surfaceIsWater _snapPosition) then {
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_snapPosition = ASLtoATL _snapPosition;
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};
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_currentTarget setposATL _snapPosition;
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_currentTarget setVectorDirAndUp[_dir2, (vectorUp _nearestObject)];
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_currentTarget setposATL _snapPosition;
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// Vector + Snapping
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if(!(_vectorUp select 0 == 0) || !(_vectorUp select 1 == 0) || !(_vectorUp select 2 == 1)) then{
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@ -19,8 +19,9 @@ if (!isNull _object && !(_class isEqualTo "")) then {
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switch (_method) do {
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case 0: {
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_newObj setPosWorld _objectPos;
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_newObj setVectorDirAndUp [vectordir _object, vectorup _object];
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_newObj setposATL (getPosATL _object);
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_newObj setDir (getDir _object);
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_newObj setVectorDirAndUp [vectorDir _object, vectorUP _object];
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};
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case 1: {
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_newObj attachTo [_object,[0,0,0]];
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@ -38,7 +39,7 @@ if (!isNull _object && !(_class isEqualTo "")) then {
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// force nearby players to reveal new object faster
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_playersNear = _newObj nearEntities[["Epoch_Male_F", "Epoch_Female_F"], 300];
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{
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[_x, _newObj] remoteExec ['reveal',_x];
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[_newObj, {player reveal _this}] remoteExec ["call", _x];
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}forEach _playersNear;
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};
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