public virtual bool TargetIsInLos(Player target) { const uint mask = (uint)(SceneObjectTypesAsUint.StaticObjectType | SceneObjectTypesAsUint.TerrainObjectType); string collision = Util.containerRayCast(getEyePoint(), target.getEyePoint(), mask, this, true); if (collision == "0") { return(true); } string hit = collision.Split(' ')[0]; return(hit == target.ID); }
public virtual bool TargetIsInLos(Player target) { const uint mask = (uint) (SceneObjectTypesAsUint.StaticObjectType | SceneObjectTypesAsUint.TerrainObjectType); string collision = Util.containerRayCast(getEyePoint(), target.getEyePoint(), mask, this, true); if (collision == "0") return true; string hit = collision.Split(' ')[0]; return hit == target.ID; }