ACE3/addons/interaction/functions/fnc_getDoor.sqf

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/*
* Author: commy2, Phyma
* Find door.
*
* Arguments:
* 0: Distance <NUMBER>
*
* Return Value:
* House objects and door <ARRAY>
* 0: House <OBJECT>
* 1: Door Name <STRING>
*
* Example:
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* [player, target] call ace_interaction_fnc_getDoor
*
* Public: No
*/
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#include "script_component.hpp"
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params ["_distance"];
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private _position0 = positionCameraToWorld [0, 0, 0];
private _position1 = positionCameraToWorld [0, 0, _distance];
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private _intersections = lineIntersectsSurfaces [AGLToASL _position0, AGLToASL _position1, cameraOn, objNull, true, 1, "GEOM"];
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if (_intersections isEqualTo []) exitWith {[objNull, ""]};
private _house = _intersections select 0 select 2;
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// shithouse is bugged
if (typeOf _house == "") exitWith {[objNull, ""]};
_intersections = [_house, "GEOM"] intersect [_position0, _position1];
private _door = toLower (_intersections select 0 select 0);
if (isNil "_door") exitWith {[_house, ""]};
//Check if door is glass because then we need to find the proper location of the door so we can use it
if ((_door find "glass") != -1) then {
_door = [_distance, _house, _door] call FUNC(getGlassDoor);
};
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if (isNil "_door") exitWith {[_house, ""]};
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[_house, _door]