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Quickmount - Improve interactu menu getIn for static weapon (#7090)
For small static weapons getInNearest would sometimes not detect the vehicle as the `getCameraViewDirection` may be pointing at the interaction node and not the vehicle
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@ -4,7 +4,7 @@ if (!hasInterface) exitWith {};
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["ACE3 Movement", QGVAR(mount), [localize LSTRING(KeybindName), localize LSTRING(KeybindDescription)], "", {
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if (!dialog) then {
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call FUNC(getInNearest);
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[] call FUNC(getInNearest);
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};
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false
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}] call CBA_fnc_addKeybind;
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@ -4,7 +4,7 @@
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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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* 0: Target <OBJECT>(Optional)
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*
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* Return Value:
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* None
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@ -22,17 +22,27 @@ if (!GVAR(enabled) ||
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{ACE_player getVariable ["ace_unconscious", false]}
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) exitWith {};
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params [["_interactionTarget", objNull, [objNull]]];
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TRACE_1("getInNearest",_interactionTarget);
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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 ((isNull _target) && {alive _interactionTarget}) then {
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_end = _start vectorAdd ((_start vectorFromTo (aimPos _interactionTarget)) vectorMultiply GVAR(distance));
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_objects = lineIntersectsSurfaces [_start, _end, ACE_player];
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TRACE_1("2nd ray attempt at interaction target aim pos",_objects);
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_target = (_objects param [0, []]) param [2, objNull];
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};
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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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TRACE_2("",_target,typeOf _target);
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if (!isNull _target &&
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{alive _target} &&
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