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Implemented Add trace lines to /scenetext's

  • Thread starter Thread starter JustWats
  • Start date Start date
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JustWats

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I shouldn't be able to see scene texts through walls... It would be nice if something like traces were utilized similar to how /MeV or /SV works.
I'm not an insane dev, but I know it's possible. This would be nice because it prevents metagame, and makes it where rebels or cops can draw on a whiteboard or something behind closed doors or in the interrogation room.


YAML:
        CanSee = function(self, scene, viewer)
            local trace = util.TraceLine{start = scene:Pos(), mask  = MASK_SOLID_BRUSHONLY, endpos = viewer:EyePos()}
            if !trace.Hit then
                if (scene:EyePos():Distance(viewer:EyePos()) <= ix.config.Get("SceneTextRange", XXX)) then
                    return true
                end
            end
 
Last edited:
While we’re talking about scenetexts, why has the game been adamant for over a year now that I still have an active scenetext when I haven’t been able to place one for over a year thanks to it thinking this
 
While we’re talking about scenetexts, why has the game been adamant for over a year now that I still have an active scenetext when I haven’t been able to place one for over a year thanks to it thinking this
Map change, I presume. Dev needs to manually fix it in the spaghetti code.
 
While we’re talking about scenetexts, why has the game been adamant for over a year now that I still have an active scenetext when I haven’t been able to place one for over a year thanks to it thinking this
Only option is to nuke all screentexts in the database
 
YAML:
        CanSee = function(self, scene, viewer)
            local trace = util.TraceLine{start = scene:Pos(), mask  = MASK_SOLID_BRUSHONLY, endpos = viewer:EyePos()}
            if !trace.Hit then
                if (scene:EyePos():Distance(viewer:EyePos()) <= ix.config.Get("SceneTextRange", XXX)) then
                    return true
                end
            end
I'm going to ignore that this code is incorrect :cool: And also, /MeV and such uses PVS, not tracelines (sacrificing accuracy for performance) to determine recipients of a /MeV message.

Anyways. The original code tried to do this but it wasn't working correctly. I fixed that bug. Fix will be up for the next update.


IMPLEMENTED
 
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