508 {
509 if (CfgGameplayHandler.GetDisableIsCollidingAngleCheck())
510 return false;
511 vector projection_orientation =
m_Projection.GetOrientation();
513 #ifdef DIAG_DEVELOPER
514 DebugText(
"IsCollidingAngle: ",
false, isTrue,
" | (proj pitch) " + Math.AbsFloat( projection_orientation[1] ) +
" > (pitch limit) " +
m_YawPitchRollLimit[1] +
" | (proj roll) " + Math.AbsFloat( projection_orientation[2] ) +
" > (roll limit) " +
m_YawPitchRollLimit[2]);
515 #endif
516
517 return isTrue;
518 }
vector m_YawPitchRollLimit