Fix the fov test. Issue not fixed

This commit is contained in:
esteldunedain 2015-04-14 23:22:08 -03:00
parent 53ce7d0be4
commit c397246534

View File

@ -29,44 +29,44 @@ _fnc_renderNearbyActions = {
{ {
_target = _x; _target = _x;
// Quick oclussion test. Exit for object more than 2 m behind the camera plane // Quick oclussion test. Exit for object more than 1 m behind the camera plane
_lambda = ((getPosASL _x) vectorDiff _cameraPos) vectorDotProduct _cameraDir; _lambda = ((getPosASL _x) vectorDiff _cameraPos) vectorDotProduct _cameraDir;
if (_lambda < -2) exitWith {}; if (_lambda > -1) then {
_numInteractions = 0;
// Prevent interacting with yourself or your own vehicle
if (_target != ACE_player && {_target != vehicle ACE_player}) then {
_numInteractions = 0; // Iterate through object actions, find base level actions and render them if appropiate
// Prevent interacting with yourself or your own vehicle _actionsVarName = format [QGVAR(Act_%1), typeOf _target];
if (_target != ACE_player && {_target != vehicle ACE_player}) then { GVAR(objectActionList) = _target getVariable [QGVAR(actions), []];
{
// Only render them directly if they are base level actions
if (count (_x select 1) == 0) then {
// Try to render the menu
_action = _x;
if ([_target, _action] call FUNC(renderBaseMenu)) then {
_numInteractions = _numInteractions + 1;
};
};
} forEach GVAR(objectActionList);
// Iterate through object actions, find base level actions and render them if appropiate // Iterate through base level class actions and render them if appropiate
_actionsVarName = format [QGVAR(Act_%1), typeOf _target]; _classActions = missionNamespace getVariable [_actionsVarName, []];
GVAR(objectActionList) = _target getVariable [QGVAR(actions), []]; {
{
// Only render them directly if they are base level actions
if (count (_x select 1) == 0) then {
// Try to render the menu
_action = _x; _action = _x;
// Try to render the menu
if ([_target, _action] call FUNC(renderBaseMenu)) then { if ([_target, _action] call FUNC(renderBaseMenu)) then {
_numInteractions = _numInteractions + 1; _numInteractions = _numInteractions + 1;
}; };
}; } forEach _classActions;
} forEach GVAR(objectActionList);
// Iterate through base level class actions and render them if appropiate // Limit the amount of objects the player can interact with
_classActions = missionNamespace getVariable [_actionsVarName, []]; if (_numInteractions > 0) then {
{ _numInteractObjects = _numInteractObjects + 1;
_action = _x;
// Try to render the menu
if ([_target, _action] call FUNC(renderBaseMenu)) then {
_numInteractions = _numInteractions + 1;
}; };
} forEach _classActions;
// Limit the amount of objects the player can interact with
if (_numInteractions > 0) then {
_numInteractObjects = _numInteractObjects + 1;
}; };
if (_numInteractObjects >= MAXINTERACTOBJECTS) exitWith {};
}; };
if (_numInteractObjects >= MAXINTERACTOBJECTS) exitWith {};
} forEach _nearestObjects; } forEach _nearestObjects;
}; };