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Attach use purely virtual object (no setPos)
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addons/attach/GUI_VirtualAmmo.hpp
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30
addons/attach/GUI_VirtualAmmo.hpp
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@ -0,0 +1,30 @@
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class RscTitles {
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class GVAR(virtualAmmo) {
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idd = -1;
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movingEnable = 1;
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duration = 9999999;
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fadein = 0;
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fadeout = 0;
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onLoad = "uiNamespace setVariable ['ACE_attach_virtualAmmoDisplay', (_this select 0)];";
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class controls {};
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class objects {
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class TheObject {
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idc = 800851;
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type = 82;
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model = "\a3\weapons_f\Ammo\Handgrenade.p3d";
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scale = 1;
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direction[] = {0, 0, 1};
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up[] = {0, 1, 0};
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x = 0.5;
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y = 0.5;
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z = 1;
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xBack = 0.5;
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yBack = 0.5;
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zBack = 0.5;
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inBack = 0;
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enableZoom = 0;
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zoomDuration = 1;
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};
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};
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};
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};
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@ -16,3 +16,4 @@ class CfgPatches {
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#include "CfgMagazines.hpp"
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#include "CfgVehicles.hpp"
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#include "CfgWeapons.hpp"
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#include "GUI_VirtualAmmo.hpp"
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@ -17,7 +17,7 @@
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*/
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#include "script_component.hpp"
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private ["_itemClassname", "_itemVehClass", "_onAtachText", "_selfAttachPosition", "_attachedItem", "_tempObject", "_actionID"];
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private ["_itemClassname", "_itemVehClass", "_onAtachText", "_selfAttachPosition", "_attachedItem", "_tempObject", "_actionID", "_model"];
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PARAMS_3(_attachToVehicle,_unit,_args);
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_itemClassname = [_args, 0, ""] call CBA_fnc_defaultParam;
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@ -47,26 +47,35 @@ if (_unit == _attachToVehicle) then { //Self Attachment
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_attachToVehicle setVariable [QGVAR(Objects), [_attachedItem], true];
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_attachToVehicle setVariable [QGVAR(ItemNames), [_itemClassname], true];
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} else {
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GVAR(placeAction) = -1;
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_tempObject = _itemVehClass createVehicleLocal [0,0,-10000];
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_tempObject enableSimulationGlobal false;
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GVAR(placeAction) = PLACE_WAITING;
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[_unit, QGVAR(vehAttach), true] call EFUNC(common,setForceWalkStatus);
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//MenuBack isn't working for now (localize "STR_ACE_Attach_CancelAction")
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[{[localize LSTRING(PlaceAction), ""] call EFUNC(interaction,showMouseHint)}, []] call EFUNC(common,execNextFrame);
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_unit setVariable [QGVAR(placeActionEH), [_unit, "DefaultAction", {true}, {GVAR(placeAction) = 1;}] call EFUNC(common,AddActionEventHandler)];
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// _unit setVariable [QGVAR(cancelActionEH), [_unit, "MenuBack", {true}, {GVAR(placeAction) = 0;}] call EFUNC(common,AddActionEventHandler)];
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_unit setVariable [QGVAR(placeActionEH), [_unit, "DefaultAction", {true}, {GVAR(placeAction) = PLACE_APPROVE;}] 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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_actionID = _unit addAction [format ["<t color='#FF0000'>%1</t>", localize LSTRING(CancelAction)], {GVAR(placeAction) = PLACE_CANCEL}];
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//Display to show virtual object:
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private [];
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_model = getText (configFile >> "CfgAmmo" >> _itemVehClass >> "model");
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if (_model == "") then {
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_model = getText (configFile >> "CfgVehicles" >> _itemVehClass >> "model");
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};
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//"\A3\Weapons_F\empty.p3d" is fine, but ctrlSetModel ""; - will crash game!
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if (_model == "") exitWith {ERROR("No Model");};
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(QGVAR(virtualAmmo) call BIS_fnc_rscLayer) cutRsc [QGVAR(virtualAmmo), "PLAIN", 0, false];
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((uiNamespace getVariable [QGVAR(virtualAmmoDisplay), displayNull]) displayCtrl 800851) ctrlSetModel _model;
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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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EXPLODE_6_PVT(_args,_unit,_attachToVehicle,_itemClassname,_itemVehClass,_onAtachText,_actionID);
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if ((GVAR(placeAction) != -1) ||
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_virtualPosASL = (eyePos _unit) vectorAdd (positionCameraToWorld [0,0,0.5] vectorDiff positionCameraToWorld [0,0,0]);
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_virtualPos = _virtualPosASL call EFUNC(common,ASLToPosition);
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if ((GVAR(placeAction) != PLACE_WAITING) ||
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{_unit != ACE_player} ||
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{!([_unit, _attachToVehicle, []] call EFUNC(common,canInteractWith))} ||
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{!([_attachToVehicle, _unit, _itemClassname] call FUNC(canAttach))}) then {
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@ -75,16 +84,28 @@ if (_unit == _attachToVehicle) then { //Self Attachment
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[_unit, QGVAR(vehAttach), false] call EFUNC(common,setForceWalkStatus);
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[] call EFUNC(interaction,hideMouseHint);
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[_unit, "DefaultAction", (_unit getVariable [QGVAR(placeActionEH), -1])] call EFUNC(common,removeActionEventHandler);
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//[_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 {
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_startingPosition = _tempObject modelToWorldVisual [0,0,0];
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[_unit, _attachToVehicle, _itemClassname, _itemVehClass, _onAtachText, _startingPosition] call FUNC(placeApprove);
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(QGVAR(virtualAmmo) call BIS_fnc_rscLayer) cutText ["", "PLAIN"];
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if (GVAR(placeAction) == PLACE_APPROVE) then {
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[_unit, _attachToVehicle, _itemClassname, _itemVehClass, _onAtachText, _virtualPos] call FUNC(placeApprove);
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};
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deleteVehicle _tempObject;
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} else {
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_tempObject setPosATL ((ASLtoATL eyePos _unit) vectorAdd (positionCameraToWorld [0,0,1] vectorDiff positionCameraToWorld [0,0,0]));;
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//Show the virtual object:
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if (lineIntersects [eyePos ACE_player, _virtualPosASL, ACE_player]) then {
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((uiNamespace getVariable [QGVAR(virtualAmmoDisplay), displayNull]) displayCtrl 800851) ctrlShow false;
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} else {
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((uiNamespace getVariable [QGVAR(virtualAmmoDisplay), displayNull]) displayCtrl 800851) ctrlShow true;
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_pos = worldToScreen _virtualPos;
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_realDistance = _virtualPos distance (positionCameraToWorld [0,0,0]);
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_pos = [(_pos select 0), _realDistance, (_pos select 1)];
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((uiNamespace getVariable [QGVAR(virtualAmmoDisplay), displayNull]) displayCtrl 800851) ctrlSetPosition _pos;
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_dir = (positionCameraToWorld [0,0,1]) vectorFromTo (positionCameraToWorld [0,0,0]);
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_angle = asin (_dir select 2);
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_up = [0, cos _angle, sin _angle];
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((uiNamespace getVariable [QGVAR(virtualAmmoDisplay), displayNull]) displayCtrl 800851) ctrlSetModelDirAndUp [[1,0,0], _up];
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};
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};
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}, 0, [_unit, _attachToVehicle, _itemClassname, _itemVehClass, _tempObject, _onAtachText, _actionID]] call CBA_fnc_addPerFrameHandler;
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}, 0, [_unit, _attachToVehicle, _itemClassname, _itemVehClass, _onAtachText, _actionID]] call CBA_fnc_addPerFrameHandler;
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};
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@ -10,3 +10,7 @@
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#endif
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#include "\z\ace\addons\main\script_macros.hpp"
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#define PLACE_WAITING -1
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#define PLACE_CANCEL 0
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#define PLACE_APPROVE 1
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