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Cleanup sitRotation as it's no longer needed
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@ -60,7 +60,6 @@ class CfgVehicles {
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GVAR(canSit) = 1;
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GVAR(sitDirection) = 180;
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GVAR(sitPosition[]) = {0, -0.1, -0.45};
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GVAR(sitRotation) = 10;
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};
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// Camping Chair
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class Land_CampingChair_V2_F: ThingX {
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@ -69,7 +68,6 @@ class CfgVehicles {
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GVAR(canSit) = 1;
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GVAR(sitDirection) = 180;
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GVAR(sitPosition[]) = {0, -0.1, -0.45};
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GVAR(sitRotation) = 45;
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};
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class Furniture_base_F;
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@ -80,7 +78,6 @@ class CfgVehicles {
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GVAR(canSit) = 1;
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GVAR(sitDirection) = 90;
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GVAR(sitPosition[]) = {0, 0, -0.5};
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GVAR(sitRotation) = 5;
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};
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// Chair (Wooden)
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class Land_ChairWood_F: Furniture_base_F {
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@ -89,7 +86,6 @@ class CfgVehicles {
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GVAR(canSit) = 1;
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GVAR(sitDirection) = 180;
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GVAR(sitPosition[]) = {0, -0.05, 0};
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GVAR(sitRotation) = 75;
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};
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// Office Chair
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class Land_OfficeChair_01_F: Furniture_base_F {
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@ -98,7 +94,6 @@ class CfgVehicles {
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GVAR(canSit) = 1;
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GVAR(sitDirection) = 180;
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GVAR(sitPosition[]) = {0, 0, -0.6};
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GVAR(sitRotation) = 15;
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};
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// Rattan Chair
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class Land_RattanChair_01_F: Furniture_base_F {
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@ -107,6 +102,5 @@ class CfgVehicles {
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GVAR(canSit) = 1;
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GVAR(sitDirection) = 180;
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GVAR(sitPosition[]) = {0, -0.1, -1}; // Z must be -1 due to chair's geometry (magic floating seat point)
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GVAR(sitRotation) = 2;
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};
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};
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@ -16,7 +16,7 @@
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*/
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#include "script_component.hpp"
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private ["_actionID", "_configFile", "_sitDirection", "_sitPosition", "_sitRotation", "_seatPosOrig"];
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private ["_actionID", "_configFile", "_sitDirection", "_sitPosition", "_seatPosOrig"];
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params ["_seat", "_player"];
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@ -50,7 +50,6 @@ _player setVariable [QGVAR(StandUpActionID), _actionID];
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_configFile = configFile >> "CfgVehicles" >> typeOf _seat;
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_sitDirection = (getDir _seat) + getNumber (_configFile >> QGVAR(sitDirection));
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_sitPosition = getArray (_configFile >> QGVAR(sitPosition));
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_sitRotation = if (isNumber (_configFile >> QGVAR(sitRotation))) then {getNumber (_configFile >> QGVAR(sitRotation))} else {45}; // Apply default if config entry not present
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// Get random animation and perform it (before moving player to ensure correct placement)
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[_player, call FUNC(getRandomAnimation), 2] call EFUNC(common,doAnimation); // Correctly places when using non-transitional animations
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