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88 lines
3.8 KiB
Plaintext
88 lines
3.8 KiB
Plaintext
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/*
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Name: FUNC(placeApprove)
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Author(s):
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Pabst Mirror (based on Explosive attach by Garth de Wet (LH))
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Description:
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Approves placement of the lightObject, releases the placement object for it to settle in a location
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Parameters:
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Nothing
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Returns:
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Nothing
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Example:
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call FUNC(placeApprove);
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*/
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#include "script_component.hpp"
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private ["_setupObject", "_setupClassname", "_itemClassname", "_placementText", "_attachToVehicle", "_player", "_position0", "_closeInRatio", "_offset", "_keepGoingCloser", "_pos0temp", "_position1", "_attachedObject", "_currentObjects", "_currentItemNames"];
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if (GVAR(pfeh_running)) then {
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[QGVAR(PlacementEachFrame),"OnEachFrame"] call BIS_fnc_removeStackedEventHandler;
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GVAR(pfeh_running) = false;
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};
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_setupObject = GVAR(setupObject);
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_setupClassname = typeOf _setupObject;
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_itemClassname = GVAR(SetupPlacmentItem);
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_placementText = GVAR(SetupPlacmentText);
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_attachToVehicle = GVAR(SetupAttachVehicle);
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GVAR(SetupPlacmentItem) = "";
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GVAR(SetupPlacmentText) = "";
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GVAR(setupObject) = objNull;
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GVAR(SetupAttachVehicle) = objNull;
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[GVAR(placer), QGVAR(vehAttach), false] call EFUNC(common,setForceWalkStatus);
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GVAR(placer) = objNull;
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_player = ACE_player;
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[_player, "DefaultAction", _player getVariable [QGVAR(placeActionEH), -1]] call EFUNC(common,removeActionEventHandler);
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[_player, "MenuBack", _player getVariable [QGVAR(cancelActionEH), -1]] call EFUNC(common,removeActionEventHandler);
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call EFUNC(interaction,hideMouseHint);
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//A player can release the attachObject with it floating in mid-air.
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//This will use lineIntersectsWith to scan towards the center of the vehicle to find a collision
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//ArmA's collision detection is of couse terrible and often misses collisions (difference between what we see and collision LOD)
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//So it does multiple scans at slighly different angles
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//This is VERY computationaly intensive, but doesn't happen that often.
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_position0 = getPosAtl _setupObject;
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_closeInRatio = 1;
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_offset = _attachToVehicle worldToModel _position0;
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_keepGoingCloser = true;
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while {_keepGoingCloser} do {
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_closeInRatio = _closeInRatio - 0.004;
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if (_closeInRatio <= 0) exitWith {};
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{
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_pos0temp = _position0 vectorAdd _x;
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{
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_position1 = [(_offset select 0) * _closeInRatio, (_offset select 1) * _closeInRatio, (_offset select 2)];
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_position1 = _attachToVehicle modelToWorld _position1;
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_position1 = _position1 vectorAdd _x;
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//Uncomment to see the lazor show, and see how the scanning works:
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// drawLine3D [_pos0temp, _position1, [1,0,0,1]];
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if (_attachToVehicle in lineIntersectsWith [(ATLToASL _pos0temp), (ATLToASL _position1), player, _setupObject]) exitWith {_keepGoingCloser = false};
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} forEach [[0,0,0], [0,0,0.075], [0,0,-0.075], [0,0.075,0], [0,-0.075,0], [0.075,0,0], [-.075,0,0]];
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} forEach [[0,0,0], [0,0,0.075], [0,0,-0.075]];
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};
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//Move it out slightly, for visability sake (better to look a little funny than be embedded//sunk in the hull)
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_closeInRatio = (_closeInRatio + 0.006) min 1;
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//Delete Local Placement Object
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deleteVehicle _setupObject;
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//Create New 'real' Object
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_attachedObject = _setupClassname createVehicle (getPos _player);
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_attachedObject attachTo [_attachToVehicle, [(_offset select 0) * _closeInRatio, (_offset select 1) * _closeInRatio, (_offset select 2)]];
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//Remove Item from inventory
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_player removeItem _itemClassname;
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//Add Object to ACE_AttachedObjects and ACE_AttachedItemNames
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_currentObjects = _attachToVehicle getVariable ["ACE_AttachedObjects", []];
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_currentObjects pushBack _attachedObject;
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_attachToVehicle setVariable ["ACE_AttachedObjects", _currentObjects, true];
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_currentItemNames = _attachToVehicle getVariable ["ACE_AttachedItemNames", []];
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_currentItemNames pushBack _itemClassname;
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_attachToVehicle setVariable ["ACE_AttachedItemNames", _currentItemNames, true];
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[_placementText] call EFUNC(common,displayTextStructured);
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