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User Story: I do not want to be infected through walls when it doesn't make sense.
Problem: The performance overhead of running wall collision on a horde would be unacceptable.
My initial idea involved filtering potential infections by matching the player's :isOutdoors() state with the zombies, only rolling for infection if the states match.
To expand upon this and avoid the potential exploits this alone would allow, an actual wall collision check could be run for zombies that are within distance<=2 of the player, while using the indoor/outdoor filter for the rest.
Simply retrieve the player and zombie's squares and run the check with:
This could be confirmed via the built in function
Sorry for the mini-rant, I just think the mods a really cool idea. Fits perfectly with a character I want to RP.
This means that a zombie on the bottom floor of a 32 floor skyscraper could report as 0 distance away if the player is on the 32nd floor directly above them.
It would probably be a good idea to also manually add the z difference to the distance calculation, maybe even counting each floor as more than 1 since display wise the z axis is huge compared to the others and almost always represents a physical barrier. Or, just out right not allow infection from different floors.
the gameplay, perhaps their weight will be 8.0 (without equipment) and 3.5 when equipped
Air tanks just give you more time for your zombie encounters
It can be great to add a boost to fatigue when wearing gas masks on your face
But that's all future ideas for now.
The priority right now is finishing up mask balancing and the addition of maintenance options of some kind. Be it swappable filters for gas mask, cleaning for cloth masked, etc.
Reason: Use with arsenal26 and mods that require it adds an ammo counter to the area that the mask UI occupies. While not impossible to see what amount of ammo I have left, its quite hard in the heat of things, so having it able to be moved would be a welcome addition.