mirror of
https://github.com/FlightControl-Master/MOOSE.git
synced 2026-08-15 15:36:24 +00:00
#ZONE - Small fix
This commit is contained in:
@@ -1165,10 +1165,10 @@ function ZONE_RADIUS:Scan( ObjectCategories, UnitCategories )
|
|||||||
self.ScanData.SceneryTable = {}
|
self.ScanData.SceneryTable = {}
|
||||||
self.ScanData.Units = {}
|
self.ScanData.Units = {}
|
||||||
|
|
||||||
local ZoneCoord = self:GetCoordinate()
|
local ZoneCoord = self:GetCoordinate():SetAlt()
|
||||||
local ZoneRadius = self:GetRadius()
|
local ZoneRadius = self:GetRadius()
|
||||||
|
|
||||||
--self:F({ZoneCoord = ZoneCoord, ZoneRadius = ZoneRadius, ZoneCoordLL = ZoneCoord:ToStringLLDMS()})
|
--self:I({x = ZoneCoord.x, y=ZoneCoord.y, z=ZoneCoord.z, ZoneRadius = ZoneRadius})
|
||||||
|
|
||||||
local SphereSearch = {
|
local SphereSearch = {
|
||||||
id = world.VolumeType.SPHERE,
|
id = world.VolumeType.SPHERE,
|
||||||
@@ -1180,6 +1180,7 @@ function ZONE_RADIUS:Scan( ObjectCategories, UnitCategories )
|
|||||||
|
|
||||||
local function EvaluateZone( ZoneObject )
|
local function EvaluateZone( ZoneObject )
|
||||||
--if ZoneObject:isExist() then --FF: isExist always returns false for SCENERY objects since DCS 2.2 and still in DCS 2.5
|
--if ZoneObject:isExist() then --FF: isExist always returns false for SCENERY objects since DCS 2.2 and still in DCS 2.5
|
||||||
|
|
||||||
if ZoneObject and self:IsVec3InZone(ZoneObject:getPoint()) then
|
if ZoneObject and self:IsVec3InZone(ZoneObject:getPoint()) then
|
||||||
|
|
||||||
-- Get object category.
|
-- Get object category.
|
||||||
@@ -3381,7 +3382,7 @@ function ZONE_POLYGON:Scan( ObjectCategories, UnitCategories )
|
|||||||
self.ScanData.Scenery[SceneryType] = self.ScanData.Scenery[SceneryType] or {}
|
self.ScanData.Scenery[SceneryType] = self.ScanData.Scenery[SceneryType] or {}
|
||||||
self.ScanData.Scenery[SceneryType][SceneryName] = SCENERY:Register( SceneryName, ZoneObject )
|
self.ScanData.Scenery[SceneryType][SceneryName] = SCENERY:Register( SceneryName, ZoneObject )
|
||||||
table.insert(self.ScanData.SceneryTable,self.ScanData.Scenery[SceneryType][SceneryName])
|
table.insert(self.ScanData.SceneryTable,self.ScanData.Scenery[SceneryType][SceneryName])
|
||||||
--self:T( { SCENERY = self.ScanData.Scenery[SceneryType][SceneryName] } )
|
--self:I( { SCENERY = self.ScanData.Scenery[SceneryType][SceneryName] } )
|
||||||
end
|
end
|
||||||
|
|
||||||
end
|
end
|
||||||
|
|||||||
Reference in New Issue
Block a user