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Comparing difference between and

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  • variables
  • {
  • player:
  • 26: indoorCamera
  • }
  • rule("INIT")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • actions
  • {
  • Start Camera(Event Player, Ray Cast Hit Position(Eye Position(Event Player), Eye Position(Event Player) + World Vector Of(Vector(0,
  • 6, -1.250), Event Player, Rotation), Event Player, Event Player, True), Event Player, 80);
  • Create Effect(Event Player, Sphere, Color(White), Update Every Frame(Ray Cast Hit Position(Eye Position(Event Player),
  • Eye Position(Event Player) + Facing Direction Of(Event Player) * 3.500, All Players(Opposite Team Of(Team Of(Event Player))),
  • Event Player, True)), 0.150, Visible To Position and Radius);
  • }
  • }
  • rule("Indoors")
  • {
  • event
  • {
  • Ongoing - Each Player;
  • All;
  • All;
  • }
  • conditions
  • {
  • Distance Between(Eye Position(Event Player), Ray Cast Hit Position(Eye Position(Event Player), Eye Position(Event Player) + Vector(
  • 0, 100, 0), Event Player, Event Player, True)) <= 5.500;
  • Distance Between(Eye Position(Event Player), Ray Cast Hit Position(Event Player, Event Player + Vector(Empty Array, 100,
  • Empty Array), Event Player, Event Player, True)) <= 5.500;
  • Has Spawned(Event Player) == True;
  • Is Alive(Event Player) == True;
  • }
  • actions
  • {
  • Wait(0.030, Abort When False);
  • Event Player.indoorCamera = Ray Cast Hit Position(Eye Position(Event Player), Eye Position(Event Player) + Vector(0, 100, 0),
  • Event Player, Event Player, True);
  • Event Player.indoorCamera = Ray Cast Hit Position(Event Player, Event Player + Vector(Empty Array, 100, Empty Array), Event Player,
  • Event Player, True);
  • Start Camera(Event Player, Event Player.indoorCamera, Update Every Frame(Eye Position(Event Player)), 80);
  • Start Transforming Throttle(Event Player, True, True, Direction Towards(Event Player, Event Player.indoorCamera) * -1);
  • Wait Until(!Is In Line of Sight(Event Player.indoorCamera, Eye Position(Event Player), Barriers Do Not Block LOS)
  • || Distance Between(Ray Cast Hit Position(Eye Position(Event Player), Eye Position(Event Player) + Vector(0, 100, 0),
  • Event Player, Event Player, True), Eye Position(Event Player)) > 5.500, 99999);
  • Loop If(!Is In Line of Sight(Event Player.indoorCamera, Eye Position(Event Player), Barriers Do Not Block LOS));
  • Start Camera(Event Player, Ray Cast Hit Position(Eye Position(Event Player), Eye Position(Event Player) + World Vector Of(Vector(0,
  • 6, -1.250), Event Player, Rotation), Event Player, Event Player, True), Event Player, 80);
  • Start Camera(Event Player, Ray Cast Hit Position(Eye Position(Event Player), Eye Position(Event Player) + World Vector Of(Vector(
  • Empty Array, 6, -1.250), Event Player, Rotation), Event Player, Event Player, True), Event Player, 80);
  • Stop Transforming Throttle(Event Player);
  • }
  • }
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