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Apr 4th, 2017
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  1. "; if(_wall_look)then{ _asd = _asd + "
  2. _glitchcode = {
  3. if((alive player)&&(player isEqualTo (vehicle player)))then
  4. {
  5. "; if(_wall_look)then{ _asd = _asd + "
  6. _intersectsWith = [];
  7. _eyeDir = eyedirection player;
  8. _curWep = currentweapon player;
  9. _wepDir = player weapondirection _curWep;
  10. _vectorDiff = _eyeDir vectorDiff _wepDir;
  11. if((inputAction 'EvasiveLeft' > 0)||(inputAction 'EvasiveRight' > 0)||(_eyeDir select 2 > 0.5)||((abs(_vectorDiff select 0) > 0.55)&&!(_curWep isEqualTo '')))then
  12. {
  13. _eyePos = eyepos player;
  14. _dir_weapon_r = (((_wepDir) select 0) atan2 ((_wepDir) select 1))+45;
  15. _dir_weapon_l = (((_wepDir) select 0) atan2 ((_wepDir) select 1))-25;
  16.  
  17. _intersectsWith = lineintersectswith [[(_eyePos select 0) + (_eyeDir select 0)*_dis_head,(_eyePos select 1) + (_eyeDir select 1)*_dis_head,(_eyePos select 2) + (_eyeDir select 2)*_dis_head], _eyePos, player];
  18. _intersectsWith append lineintersectswith [[(_eyePos select 0) + _dis_weapon_r*sin _dir_weapon_r,(_eyePos select 1) + _dis_weapon_r*cos _dir_weapon_r,(_eyePos select 2)], _eyePos, player];
  19. _intersectsWith append lineintersectswith [[(_eyePos select 0) + _dis_weapon_l*sin _dir_weapon_l,(_eyePos select 1) + _dis_weapon_l*cos _dir_weapon_l,(_eyePos select 2)], _eyePos, player];
  20.  
  21. _plrPosVisual = ATLtoASL (player modelToWorldVisual [0,0,0]);
  22. _intersectsWith append lineIntersectsWith [_eyePos, _plrPosVisual];
  23. };
  24. if(_intersectsWith isEqualTo [])then
  25. {
  26. if(_faded)then{_faded=false;TitleText ['','PLAIN DOWN'];};
  27. }
  28. else
  29. {
  30. {
  31. if(_x isKindOf 'Exile_Construction_Abstract_Static')exitWith
  32. {
  33. _faded = true;
  34. player switchMove '';
  35. if(call fnc_check_if_enemy_base)then
  36. {
  37. TitleText ['!!!\nDO NOT LOOK THROUGH WALLS\n!!!\n\n\n\nAntiHack by infiSTAR.de','BLACK FADED'];
  38. if(time > _fadeTimer)then
  39. {
  40. _fadeTimer = time + 15;
  41. _log = format['WALL LOOK CHECK (looked through %1) - @%2 %3',typeOf _x,mapGridPosition _x,getPosATL _x];
  42. [_name,_puid,'SLOG_GLITCH',toArray(_log)] call _AHKickLog;
  43. };
  44. };
  45. };
  46. } forEach _intersectsWith;
  47. };
  48. "; }; _asd = _asd + "
  49. };
  50. };
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