308 {
309 vector contact_point_cam_trace;
310 vector contact_point_muzzle_trace;
311
312 vector contact_dir_muzzle;
313 vector contact_dir_camera;
314
315 vector contact_point;
316 vector contact_dir;
317
318 int contact_component;
319 int contact_component_muzzle;
320
321 vector end_point = camera_pos + camera_dir * 1000;
324 Class.CastTo(player_o, player);
325
326 if ( DayZPhysics.RaycastRV(camera_pos, end_point, contact_point_cam_trace, contact_dir_camera, contact_component,null, null, player_o , false, false, ObjIntersectFire, 0.1) )
327 {
330 m_TargetDistance = vector.Distance( player.GetPosition(), contact_point_cam_trace);
331
333 {
338 }
339
340 }
341
342 else
343 {
346 }
347
348 if ( DayZPhysics.RaycastRV(begin_point, contact_point_cam_trace, contact_point_muzzle_trace, contact_dir_muzzle, contact_component_muzzle, null, null, null, false, false, ObjIntersectFire, 0.0) )
349 {
351 }
352 }
proto native DayZPlayer GetPlayer()
Shape m_ShapeFireDirCamera
proto native CGame GetGame()