4630 {
4631 vector pdir = GetDirection();
4632 vector ptv = target.GetPosition() -
GetPosition();
4635
4636 if (Math.AbsFloat(pdir[0]-ptv[0]) < 0.5 && Math.AbsFloat(pdir[2]-ptv[2]) < 0.5)
4637 {
4638 return true;
4639 }
4640 return false;
4641 }
proto float Normalize()
Normalizes vector. Returns length.
vector GetPosition()
Get the world position of the Effect.