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Fix mortar changes for laser shootRay changes
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Ref #4478
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PabstMirror committed Oct 12, 2016
1 parent 84cbd50 commit 156f35b
Showing 1 changed file with 4 additions and 4 deletions.
8 changes: 4 additions & 4 deletions addons/mk6mortar/functions/fnc_handlePlayerVehicleChanged.sqf
Original file line number Diff line number Diff line change
Expand Up @@ -86,10 +86,10 @@ if (_lastFireMode != -1) then {
// With no ammo, distance display will be empty, but gun will still fire at wonky angle if aimed at ground
private _testSeekerPosASL = AGLtoASL (positionCameraToWorld [0,0,0]);
private _testSeekerDir = _testSeekerPosASL vectorFromTo (AGLtoASL (positionCameraToWorld [0,0,1]));
private _laserRange = [_testSeekerPosASL, _testSeekerDir, _mortarVeh] call EFUNC(laser,shootRay);
_laserRange params ["", ["_rayDistance", -5]]; // ToDo: move shootRay to common
TRACE_2("",_rayDistance,viewDistance);
_useRealWeaponDir = _rayDistance > viewDistance; // If we are looking at infinity (based on viewDistance)
private _testPoint = _testSeekerPosASL vectorAdd (_testSeekerDir vectorMultiply viewDistance);
if ((terrainIntersectASL [_testSeekerPosASL, _testPoint]) || {lineIntersects [_testSeekerPosASL, _testPoint]}) then {
_useRealWeaponDir = false; // If we are not looking at infinity (based on viewDistance)
};
};

if (_useRealWeaponDir) then {
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