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add function to return wheel hitpoints and their selection positions
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@ -4,8 +4,8 @@
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class ACE_MainActions { \
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class GVAR(Repair) { \
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displayName = "$STR_AGM_Repair_Repair"; \
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condition = QUOTE([ARR_2(_player, _target)] call DFUNC(canRepair)); \
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statement = QUOTE([ARR_2(_player, _target)] call DFUNC(repair);); \
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condition = QUOTE([ARR_2(_player, _target)] call DFUNC(actionCanRepair)); \
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statement = QUOTE([ARR_2(_player, _target)] call DFUNC(actionRepair);); \
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showDisabled = 0; \
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priority = 2; \
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icon = "\A3\ui_f\data\igui\cfg\actions\repair_ca.paa"; \
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@ -2,9 +2,10 @@
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ADDON = false;
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PREP(canRepair);
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PREP(actionCanRepair);
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PREP(actionRepair);
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PREP(doRepair);
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PREP(repair);
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PREP(getWheelHitPointsWithSelections);
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PREP(repairVehicle);
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PREP(setDamage);
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PREP(setHitPointDamage);
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@ -0,0 +1,78 @@
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/*
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* Author: commy2
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*
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* Returns the wheel hitpoints and their selections.
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*
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* Arguments:
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* 0: A vehicle (Object)
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*
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* Return Value:
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* Wheel positions in model coordinates. (Array)
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*/
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#include "script_component.hpp"
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private "_vehicle";
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_vehicle = _this select 0;
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// get the vehicles wheel config
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private "_wheels";
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_wheels = configfile >> "CfgVehicles" >> typeOf _vehicle >> "Wheels";
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// exit with nothing if the vehicle has no wheels class
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if !(isClass _wheels) exitWith {[[],[]]};
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// get all wheels and read selections from config
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private ["_selections", "_bones"];
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_wheels = "true" configClasses _wheels;
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_selections = [];
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_bones = [];
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{
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_selections pushBack getText (_x >> "center");
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private "_bone";
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_bone = getText (_x >> "boneName");
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_bone = toArray _bone;
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_bone resize count "wheel_X_Y"; // this is a requirement for physx. Should work for all addon vehicles.
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_bone = toString _bone;
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_bones pushBack _bone;
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} forEach _wheels;
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// get hitpoints with their fire geometry selections
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private ["_hitPointsWithSelections", "_hitPoints", "_hitPointSelections"];
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_hitPointsWithSelections = [_vehicle] call EFUNC(common,getHitPointsWithSelections);
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_hitPoints = _hitPointsWithSelections select 0;
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_hitPointSelections = _hitPointsWithSelections select 1;
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// assign hitpoints to correct wheel selection by comparing bone name and fire geometry selection
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private ["_wheelHitPoints", "_wheelHitPointSelections"];
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_wheelHitPoints = [];
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_wheelHitPointSelections = [];
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{
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private "_bone";
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_bone = _x;
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private "_index";
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_index = -1;
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{
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if (_bone != "" && {_x find _bone == 0}) exitWith { // same as above. Requirement for physx.
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_index = _forEachIndex;
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};
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} forEach _hitPointSelections;
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if (_index != -1) then {
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_wheelHitPoints pushBack (_hitPoints select _index);
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_wheelHitPointSelections pushBack (_selections select _forEachIndex);
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};
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} forEach _bones;
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[_wheelHitPoints, _wheelHitPointSelections]
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