ACE3/addons/attach/functions/fnc_attach.sqf

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/*
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* Author: eRazeri, esteldunedain, PabstMirror
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* Attach an item to the unit
*
* Arguments:
* 0: vehicle that it will be attached to (player or vehicle) <OBJECT>
* 1: unit doing the attach (player) <OBJECT>
* 2: Array containing a string of the attachable item <ARRAY>
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*
* Return Value:
* Nothing
*
* Example:
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* [bob, bob, ["light"]] call ace_attach_fnc_attach;
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*
* Public: No
*/
#include "script_component.hpp"
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private ["_itemClassname", "_itemVehClass", "_onAtachText", "_selfAttachPosition", "_attachedItem", "_tempObject", "_actionID"];
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PARAMS_3(_attachToVehicle,_unit,_args);
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_itemClassname = [_args, 0, ""] call CBA_fnc_defaultParam;
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//Sanity Check (_unit has item in inventory, not over attach limit)
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if ((_itemClassname == "") || {!(_this call FUNC(canAttach))}) exitWith {ERROR("Tried to attach, but check failed");};
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_selfAttachPosition = [_unit, [-0.05, 0, 0.12], "rightshoulder"];
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_itemVehClass = getText (configFile >> "CfgWeapons" >> _itemClassname >> "ACE_Attachable");
_onAtachText = getText (configFile >> "CfgWeapons" >> _itemClassname >> "displayName");
if (_itemVehClass == "") then {
_itemVehClass = getText (configFile >> "CfgMagazines" >> _itemClassname >> "ACE_Attachable");
_onAtachText = getText (configFile >> "CfgMagazines" >> _itemClassname >> "displayName");
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};
if (_itemVehClass == "") exitWith {ERROR("no ACE_Attachable for Item");};
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_onAtachText = format [localize LSTRING(Item_Attached), _onAtachText];
if (_unit == _attachToVehicle) then { //Self Attachment
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_unit removeItem _itemClassname; // Remove item
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_attachedItem = _itemVehClass createVehicle [0,0,0];
_attachedItem attachTo _selfAttachPosition;
[_onAtachText] call EFUNC(common,displayTextStructured);
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_attachToVehicle setVariable [QGVAR(Objects), [_attachedItem], true];
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_attachToVehicle setVariable [QGVAR(ItemNames), [_itemClassname], true];
} else {
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GVAR(placeAction) = -1;
_tempObject = _itemVehClass createVehicleLocal [0,0,-10000];
_tempObject enableSimulationGlobal false;
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[_unit, QGVAR(vehAttach), true] call EFUNC(common,setForceWalkStatus);
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//MenuBack isn't working for now (localize LSTRING(CancelAction))
[{[localize LSTRING(PlaceAction), ""] call EFUNC(interaction,showMouseHint)}, [], 0, 0] call EFUNC(common,waitAndExecute);
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_unit setVariable [QGVAR(placeActionEH), [_unit, "DefaultAction", {true}, {GVAR(placeAction) = 1;}] call EFUNC(common,AddActionEventHandler)];
// _unit setVariable [QGVAR(cancelActionEH), [_unit, "MenuBack", {true}, {GVAR(placeAction) = 0;}] call EFUNC(common,AddActionEventHandler)];
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_actionID = _unit addAction [format ["<t color='#FF0000'>%1</t>", localize LSTRING(CancelAction)], {GVAR(placeAction) = 0}];
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[{
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private "_startingPosition";
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PARAMS_2(_args,_pfID);
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EXPLODE_7_PVT(_args,_unit,_attachToVehicle,_itemClassname,_itemVehClass,_tempObject,_onAtachText,_actionID);
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if ((GVAR(placeAction) != -1) ||
{_unit != ACE_player} ||
{!([_unit, _attachToVehicle, []] call EFUNC(common,canInteractWith))} ||
{!([_attachToVehicle, _unit, _itemClassname] call FUNC(canAttach))}) then {
[_pfID] call CBA_fnc_removePerFrameHandler;
[_unit, QGVAR(vehAttach), false] call EFUNC(common,setForceWalkStatus);
[] call EFUNC(interaction,hideMouseHint);
[_unit, "DefaultAction", (_unit getVariable [QGVAR(placeActionEH), -1])] call EFUNC(common,removeActionEventHandler);
//[_unit, "MenuBack", (_unit getVariable [QGVAR(cancelActionEH), -1])] call EFUNC(common,removeActionEventHandler);
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_unit removeAction _actionID;
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if (GVAR(placeAction) == 1) then {
_startingPosition = _tempObject modelToWorldVisual [0,0,0];
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[_unit, _attachToVehicle, _itemClassname, _itemVehClass, _onAtachText, _startingPosition] call FUNC(placeApprove);
};
deleteVehicle _tempObject;
} else {
_tempObject setPosATL ((ASLtoATL eyePos _unit) vectorAdd (positionCameraToWorld [0,0,1] vectorDiff positionCameraToWorld [0,0,0]));;
};
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}, 0, [_unit, _attachToVehicle, _itemClassname, _itemVehClass, _tempObject, _onAtachText, _actionID]] call CBA_fnc_addPerFrameHandler;
};