Added function headers, removed debug stuff

This commit is contained in:
BaerMitUmlaut 2015-07-07 16:10:00 +02:00
parent 22dfeef850
commit 22a4e213ac
2 changed files with 38 additions and 14 deletions

View File

@ -1,3 +1,20 @@
/*
* Author: BaerMitUmlaut
* Checks if there is a wall within 2m in front of the player.
*
* Arguments:
* None
*
* Return Value:
* Is wall taggable <BOOL>
*
* Example:
* [] call ace_tagging_fnc_checkTaggable
*
* Public: No
*/
#include "script_component.hpp"
private ["_posCheck", "_objectsLeft", "_intersectsLeft", "_objectsRight", "_intersectsRight"];
@ -8,7 +25,7 @@ _posCheck set [2, (eyePos ACE_player) select 2];
_objectsLeft = lineIntersectsWith [eyePos ACE_player, _posCheck, ACE_player, objNull, false];
_intersectsLeft = false;
{
if (_x isKindOf "HouseBase") exitWith {_intersectsLeft = true};
if (_x isKindOf "Static") exitWith {_intersectsLeft = true};
} foreach _objectsLeft;
if (!_intersectsLeft) exitWith {false};
@ -20,7 +37,7 @@ _posCheck set [2, (eyePos ACE_player) select 2];
_objectsRight = lineIntersectsWith [eyePos ACE_player, _posCheck, ACE_player, objNull, false];
_intersectsRight = false;
{
if (_x isKindOf "HouseBase") exitWith {_intersectsRight = true};
if (_x isKindOf "Static") exitWith {_intersectsRight = true};
} foreach _objectsRight;

View File

@ -1,11 +1,25 @@
/*
* Author: BaerMitUmlaut
* Creates a tag on a wall that is within 2m on front of the player.
*
* Arguments:
* None
*
* Return Value:
* None
*
* Example:
* [] call ace_tagging_fnc_tagWall
*
* Public: No
*/
#include "script_component.hpp"
private ["_touchingPoints", "_pointCloser", "_pointFurther", "_posCheckCloser", "_posCheckFurther", "_touchingPoint", "_tag"];
_touchingPoints = [];
// _sphere1 = "Sign_Sphere10cm_F" createVehicle [0,0,0];
// _sphere2 = "Sign_Sphere10cm_F" createVehicle [0,0,0];
{
//When tagWall is called, we already know there is an object within 2m in front of us.
//We define two points (or rather distances from the player) where the wall is always in between.
@ -24,10 +38,6 @@ _touchingPoints = [];
_posCheckFurther = ACE_player modelToWorldVisual [_x, (_pointCloser + ((_pointFurther - _pointCloser) / 2)), 0];
_posCheckFurther set [2, (eyePos ACE_player) select 2];
// _sphere1 setPosASL (_posCheckCloser);
// _sphere2 setPosASL (_posCheckFurther);
// sleep 0.5;
if (lineIntersects [_posCheckCloser, _posCheckFurther, ACE_player, objNull]) then {
//If it is, we move the further point to be closer to the closer point.
_pointFurther = _pointCloser + ((_pointFurther - _pointCloser) / 2);
@ -37,7 +47,7 @@ _touchingPoints = [];
};
};
//We do this 7 times each a bit to the left and right of the player - that's by definitely precise enough.
//We do this 7 times each a bit to the left and right of the player - that's definitely precise enough.
_touchingPoint = ACE_player modelToWorldVisual [_x, _pointCloser, 0];
_touchingPoint set [2, (eyePos ACE_player) select 2];
_touchingPoints pushBack (_touchingPoint);
@ -46,7 +56,4 @@ _touchingPoints = [];
_tag = ("ACE_tagWall" + str (floor (random 5))) createVehicle [0,0,0];
_tag setPosASL (((_touchingPoints select 0) vectorAdd (_touchingPoints select 1)) vectorMultiply 0.5);
_tag setDir ((_touchingPoints call BIS_fnc_dirTo) - 90);
// deleteVehicle _sphere1;
// deleteVehicle _sphere2;
_tag setDir ((_touchingPoints call BIS_fnc_dirTo) - 90);