ACE3/addons/finger/functions/fnc_keyPress.sqf

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#include "..\script_component.hpp"
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/*
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* Author: TheDrill, PabstMirror
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* On keypress, point and send position to nearby players
*
* Arguments:
* None
*
* Return Value:
* Key Handeled <BOOL>
*
* Example:
* [] call ace_finger_fnc_keyPress;
*
* Public: No
*/
if (!alive ACE_player) exitWith {false};
// Conditions: canInteract
if !([ACE_player, ACE_player, ["isNotInside", "isNotSwimming"]] call EFUNC(common,canInteractWith)) exitWith {false};
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//make sure player is dismounted or in a static weapon:
if ((ACE_player != vehicle ACE_player) && {!((vehicle ACE_player) isKindOf "StaticWeapon")}) exitWith {false};
//Check camera view (not in GUNNER)
if !(cameraView in ["INTERNAL", "EXTERNAL"]) exitWith {false};
//Exit if run recently (run every 1 seconds)
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if (diag_tickTime < (GVAR(lastFPTime) + FP_ACTION_TIMEOUT)) exitWith {true};
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GVAR(lastFPTime) = diag_tickTime;
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// Find where is the finger pointing
private _originASL = AGLtoASL positionCameraToWorld [0, 0, 0];
private _fingerPosASL = AGLtoASL positionCameraToWorld [0, 0, FP_DISTANCE];
private _intersections = lineIntersectsSurfaces [_originASL, _fingerPosASL, ACE_player, vehicle ACE_player, true, 1];
if (_intersections isNotEqualTo []) then {
_fingerPosASL = _intersections select 0 select 0;
};
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// Find who should the finger be sent to
private _playerEyePosASL = eyePos ACE_player;
private _sendFingerToPlayers = [];
private _nearbyMen = (ACE_player nearObjects ["CAManBase", (GVAR(maxRange) + 2)]);
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{
_nearbyMen append (crew _x);
} forEach (ACE_player nearObjects ["StaticWeapon", (GVAR(maxRange) + 2)]);
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{
if ((((eyePos _x) vectorDistance _playerEyePosASL) < GVAR(maxRange)) &&
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{alive _x} &&
{(_x == (vehicle _x)) || {(vehicle _x) isKindOf "StaticWeapon"}} &&
{GVAR(indicatorForSelf) || {_x != ACE_player}} &&
{((lineIntersectsSurfaces [(eyePos _x), _playerEyePosASL, vehicle ACE_player, vehicle _x]) isEqualTo [])} &&
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{[_x] call EFUNC(common,isPlayer)}) then {
_sendFingerToPlayers pushBack _x;
};
} forEach _nearbyMen;
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TRACE_1("sending finger to",_sendFingerToPlayers);
[QGVAR(fingered), [ACE_player, _fingerPosASL, _originASL vectorDistance _fingerPosASL], _sendFingerToPlayers] call CBA_fnc_targetEvent;
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// BI gestures do not work underwater, play custom "point" gesture if loaded
if (["ace_gestures"] call EFUNC(common,isModLoaded)) then {
QEGVAR(gestures,point) call EFUNC(gestures,playSignal); // Works underwater
} else {
[ACE_player, "GestureGo"] call EFUNC(common,doGesture); // Does not work underwater
};
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true