Re: A_JumpIfTargetInLOS - Extend and improve
Posted: Sat May 14, 2011 2:26 pm
Question with the code- I had reported a seeming range limit on the original JumpIfinTargetLOS when used on a player weapon. Past a certain point on MAP01 my Smart Rifle was not detecting shootable monsters, and I'm uncertain of the issue involved. Thus a secondary indicator was added (a laser beam) to aid in the detection of invisible monsters. Does this code address any of the issues I had there? I need to look for the thread where I posted about this.