727 {
728 vector usti_hlavne_position = weapon.GetSelectionPositionMS(
"usti hlavne" );
729 vector konec_hlavne_position = weapon.GetSelectionPositionMS(
"konec hlavne" );
730 vector end_point = weapon.ModelToWorld(usti_hlavne_position);
731 vector begin_point = weapon.ModelToWorld(konec_hlavne_position);
733 int contact_component;
734
735 vector aim_point = end_point - begin_point;
737 aim_point = aim_point + end_point;
738
739 if (
DayZPhysics.
RaycastRV(begin_point, aim_point,
position, contact_dir, contact_component, null, null, null,
false,
false, ObjIntersectFire))
740 return true;
741 return false;
742 }
static proto bool RaycastRV(vector begPos, vector endPos, out vector contactPos, out vector contactDir, out int contactComponent, set< Object > results=NULL, Object with=NULL, Object ignore=NULL, bool sorted=false, bool ground_only=false, int iType=ObjIntersectView, float radius=0.0, CollisionFlags flags=CollisionFlags.NEARESTCONTACT)
Raycasts world by given parameters.
proto vector Normalized()
return normalized vector (keeps orginal vector untouched)
const float PROJECTED_CURSOR_DISTANCE