ACE3/addons/attach/functions/fnc_attach.sqf

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/*
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* Author: eRazeri and esteldunedain
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* Attach an item to the unit
*
* Arguments:
* 0: unit doing the attach (player) <OBJECT>
* 1: vehicle that it will be attached to (player or vehicle) <OBJECT>
* 2: Name of the attachable item <STRING>
*
* Return Value:
* Nothing
*
* Example:
* Nothing
*
* Public: No
*/
#include "script_component.hpp"
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PARAMS_3(_unit,_attachToVehicle,_itemName);
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//Sanity Check (_unit has item in inventory, not over attach limit)
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if !([_unit, _attachToVehicle, _itemName] call FUNC(canAttach)) exitWith {ERROR("Tried to attach, but check failed");};
private ["_itemVehClass", "_onAtachText", "_selfAttachPosition"];
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_itemVehClass = "";
_onAtachText = "";
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_selfAttachPosition = [_unit, [-0.05, 0, 0.12], "rightshoulder"];
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switch (true) do {
case (_itemName == "ACE_IR_Strobe_Item"): {
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_itemVehClass = "ACE_IR_Strobe_Effect";
_onAtachText = localize "STR_ACE_Attach_IrStrobe_Attached";
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//_selfAttachPosition = [_unit, [0, -0.11, 0.16], "pilot"]; //makes it attach to the head a bit better, shoulder is not good for visibility - eRazeri
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};
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case (_itemName == "B_IR_Grenade"): {
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_itemVehClass = "B_IRStrobe";
_onAtachText = localize "STR_ACE_Attach_IrGrenade_Attached";
};
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case (_itemName == "O_IR_Grenade"): {
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_itemVehClass = "O_IRStrobe";
_onAtachText = localize "STR_ACE_Attach_IrGrenade_Attached";
};
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case (_itemName == "I_IR_Grenade"): {
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_itemVehClass = "I_IRStrobe";
_onAtachText = localize "STR_ACE_Attach_IrGrenade_Attached";
};
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case (toLower _itemName in ["chemlight_blue", "chemlight_green", "chemlight_red", "chemlight_yellow"]): {
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_itemVehClass = _itemName;
_onAtachText = localize "STR_ACE_Attach_Chemlight_Attached";
};
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};
if (_itemVehClass == "") exitWith {ERROR("no _itemVehClass for Item");};
if (_unit == _attachToVehicle) then { //Self Attachment
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_unit removeItem _itemName; // Remove item
_attachedItem = _itemVehClass createVehicle [0,0,0];
_attachedItem attachTo _selfAttachPosition;
[_onAtachText] call EFUNC(common,displayTextStructured);
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_attachToVehicle setVariable [QGVAR(Objects), [_attachedItem], true];
_attachToVehicle setVariable [QGVAR(ItemNames), [_itemName], true];
} else {
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GVAR(setupObject) = _itemVehClass createVehicleLocal [0,0,-10000];
GVAR(setupObject) enableSimulationGlobal false;
GVAR(SetupPlacmentText) = _onAtachText;
GVAR(SetupPlacmentItem) = _itemName;
GVAR(SetupAttachVehicle) = _attachToVehicle;
GVAR(placer) = _unit;
[_unit, QGVAR(vehAttach), true] call EFUNC(common,setForceWalkStatus);
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[QGVAR(PlacementEachFrame),"OnEachFrame", {
private "_player";
_player = ACE_player;
//Stop if player switch or player gets to far from vehicle
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if (GVAR(placer) != _player || {_player distance GVAR(SetupAttachVehicle) > 7}) exitWith {
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call FUNC(placeCancel);
};
GVAR(pfeh_running) = true;
_pos = (ASLtoATL eyePos _player) vectorAdd (positionCameraToWorld [0,0,1] vectorDiff positionCameraToWorld [0,0,0]);
GVAR(setupObject) setPosATL _pos;
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}] call BIS_fnc_addStackedEventHandler; // @todo replace with CBA PFH
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//had to delay the mouseHint, not sure why
[{[localize "STR_ACE_Attach_PlaceAction", localize "STR_ACE_Attach_CancelAction"] call EFUNC(interaction,showMouseHint)}, [], 0, 0] call EFUNC(common,waitAndExecute);
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_unit setVariable [QGVAR(placeActionEH), [_unit, "DefaultAction", {GVAR(pfeh_running) && {!isNull (GVAR(setupObject))}}, {call FUNC(placeApprove);}] call EFUNC(common,AddActionEventHandler)];
_unit setVariable [QGVAR(cancelActionEH), [_unit, "MenuBack", {GVAR(pfeh_running) && {!isNull (GVAR(setupObject))}}, {call FUNC(placeCancel);}] call EFUNC(common,AddActionEventHandler)];
};