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@@ -512,11 +512,11 @@ function MISSILETRAINER:_AddRange( Client, TrainerWeapon )
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if self.DetailsRangeOnOff then
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local PositionMissile = TrainerWeapon:getPoint()
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local PositionTarget = Client:GetPointVec3()
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local TargetVec3 = Client:GetVec3()
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local Range = ( ( PositionMissile.x - PositionTarget.x )^2 +
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( PositionMissile.y - PositionTarget.y )^2 +
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( PositionMissile.z - PositionTarget.z )^2
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local Range = ( ( PositionMissile.x - TargetVec3.x )^2 +
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( PositionMissile.y - TargetVec3.y )^2 +
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( PositionMissile.z - TargetVec3.z )^2
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) ^ 0.5 / 1000
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RangeText = string.format( ", at %4.2fkm", Range )
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@@ -532,11 +532,11 @@ function MISSILETRAINER:_AddBearing( Client, TrainerWeapon )
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if self.DetailsBearingOnOff then
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local PositionMissile = TrainerWeapon:getPoint()
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local PositionTarget = Client:GetPointVec3()
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local TargetVec3 = Client:GetVec3()
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self:T2( { PositionTarget, PositionMissile })
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self:T2( { TargetVec3, PositionMissile })
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local DirectionVector = { x = PositionMissile.x - PositionTarget.x, y = PositionMissile.y - PositionTarget.y, z = PositionMissile.z - PositionTarget.z }
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local DirectionVector = { x = PositionMissile.x - TargetVec3.x, y = PositionMissile.y - TargetVec3.y, z = PositionMissile.z - TargetVec3.z }
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local DirectionRadians = math.atan2( DirectionVector.z, DirectionVector.x )
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--DirectionRadians = DirectionRadians + routines.getNorthCorrection( PositionTarget )
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if DirectionRadians < 0 then
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@@ -580,11 +580,11 @@ function MISSILETRAINER:_TrackMissiles()
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if Client and Client:IsAlive() and TrainerSourceUnit and TrainerSourceUnit:IsAlive() and TrainerWeapon and TrainerWeapon:isExist() and TrainerTargetUnit and TrainerTargetUnit:IsAlive() then
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local PositionMissile = TrainerWeapon:getPosition().p
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local PositionTarget = Client:GetPointVec3()
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local TargetVec3 = Client:GetVec3()
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local Distance = ( ( PositionMissile.x - PositionTarget.x )^2 +
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( PositionMissile.y - PositionTarget.y )^2 +
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( PositionMissile.z - PositionTarget.z )^2
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local Distance = ( ( PositionMissile.x - TargetVec3.x )^2 +
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( PositionMissile.y - TargetVec3.y )^2 +
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( PositionMissile.z - TargetVec3.z )^2
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) ^ 0.5 / 1000
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if Distance <= self.Distance then
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