2018-09-17 19:19:29 +00:00
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#include "script_component.hpp"
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2017-06-02 21:51:07 +00:00
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/*
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* Author: Kingsley
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* Mount the player in the vehicle they are directly looking at based on their distance.
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*
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* Arguments:
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* None
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*
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* Return Value:
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* None
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*
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* Example:
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* [] call ace_quickmount_fnc_getInNearest;
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*
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* Public: No
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*/
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if (!GVAR(enabled) ||
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{isNull ACE_player} ||
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{vehicle ACE_player != ACE_player} ||
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{!alive ACE_player} ||
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{ACE_player getVariable ["ace_unconscious", false]}
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) exitWith {};
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private _start = AGLtoASL (ACE_player modelToWorldVisual (ACE_player selectionPosition "pilot"));
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private _end = (_start vectorAdd (getCameraViewDirection ACE_player vectorMultiply GVAR(distance)));
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private _objects = lineIntersectsSurfaces [_start, _end, ACE_player];
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private _target = (_objects param [0, []]) param [2, objNull];
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if (locked _target in [2,3]) exitWith {
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[localize LSTRING(VehicleLocked)] call EFUNC(common,displayTextStructured);
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true
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};
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TRACE_1("",_target);
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if (!isNull _target &&
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{alive _target} &&
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{{_target isKindOf _x} count ["Air","LandVehicle","Ship","StaticMortar"] > 0} &&
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2018-04-28 19:34:52 +00:00
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{([ACE_player, _target, ["isNotSwimming"]] call EFUNC(common,canInteractWith))} &&
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2017-06-02 21:51:07 +00:00
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{speed _target <= GVAR(speed)}
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) then {
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if (GVAR(priority) > 3 || GVAR(priority) < 0) then {
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GVAR(priority) = 0;
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};
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private _seats = ["Driver", "Gunner", "Commander", "Cargo"];
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private _sortedSeats = [_seats select GVAR(priority)];
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_seats deleteAt GVAR(priority);
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_sortedSeats append _seats;
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private _hasAction = false;
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scopeName "SearchForSeat";
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{
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private _desiredRole = _x;
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{
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_x params ["_unit", "_role", "_cargoIndex", "_turretPath"];
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if ((isNull _unit) || {!alive _unit}) then {
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private _effectiveRole = toLower _role;
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if ((_effectiveRole in ["driver", "gunner"]) && {unitIsUAV _target}) exitWith {}; // Ignoring UAV Driver/Gunner
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if ((_effectiveRole == "driver") && {(getNumber (([_target] call CBA_fnc_getObjectConfig) >> "hasDriver")) == 0}) exitWith {}; // Ignoring Non Driver (static weapons)
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2017-10-15 15:59:34 +00:00
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// Seats can be locked independently of the main vehicle
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if ((_role == "driver") && {lockedDriver _target}) exitWith {TRACE_1("lockedDriver",_x);};
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if ((_cargoIndex >= 0) && {_target lockedCargo _cargoIndex}) exitWith {TRACE_1("lockedCargo",_x);};
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if ((!(_turretPath isEqualTo [])) && {_target lockedTurret _turretPath}) exitWith {TRACE_1("lockedTurret",_x);};
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2017-06-02 21:51:07 +00:00
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if (_effectiveRole == "turret") then {
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if ((getNumber (([_target, _turretPath] call CBA_fnc_getTurret) >> "isCopilot")) == 1) exitWith {
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_effectiveRole = "driver";
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};
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if (_cargoIndex < 0) exitWith {
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_effectiveRole = "gunner"; // door gunners / 2nd turret
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};
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_effectiveRole = "cargo"; // probably a FFV
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};
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TRACE_2("",_effectiveRole,_x);
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if (_effectiveRole != _desiredRole) exitWith {};
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2017-10-15 15:59:34 +00:00
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if (!(_turretPath isEqualTo [])) then {
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// Using GetInTurret seems to solve problems with incorrect GetInEH params when gunner/commander
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ACE_player action ["GetInTurret", _target, _turretPath];
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TRACE_3("Geting In Turret",_x,_role,_turretPath);
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2017-06-02 21:51:07 +00:00
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} else {
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2017-10-15 15:59:34 +00:00
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if (_cargoIndex > -1) then {
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2017-11-11 19:31:28 +00:00
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// GetInCargo expects the index of the seat in the "cargo" array from fullCrew
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// See description: https://community.bistudio.com/wiki/fullCrew
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private _cargoActionIndex = -1;
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{
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if ((_x select 2) == _cargoIndex) exitWith {_cargoActionIndex = _forEachIndex};
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} forEach (fullCrew [_target, "cargo", true]);
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2018-10-13 03:14:03 +00:00
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2017-11-11 19:31:28 +00:00
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ACE_player action ["GetInCargo", _target, _cargoActionIndex];
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TRACE_4("Geting In Cargo",_x,_role,_cargoActionIndex,_cargoIndex);
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2017-10-15 15:59:34 +00:00
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} else {
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ACE_player action ["GetIn" + _role, _target];
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TRACE_2("Geting In",_x,_role);
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};
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2017-06-02 21:51:07 +00:00
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};
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_hasAction = true;
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breakTo "SearchForSeat";
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};
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} forEach (fullCrew [_target, "", true]);
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} forEach _sortedSeats;
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if (!_hasAction) then {
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TRACE_1("no empty seats",_hasAction);
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[localize LSTRING(VehicleFull)] call EFUNC(common,displayTextStructured);
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};
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};
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true
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