Use CBA PFEH instead of BI stacked

This commit is contained in:
PabstMirror 2015-03-27 11:14:04 -05:00
parent 51e8dbf53f
commit f43666eb93
5 changed files with 21 additions and 80 deletions

View File

@ -6,21 +6,21 @@
displayName = "$STR_ACE_Attach_AttachDetach"; \
condition = QUOTE(_this call FUNC(canAttach)); \
insertChildren = QUOTE(_this call FUNC(getChildrenAttachActions)); \
exceptions[] = {"isNotDragging"}; \
exceptions[] = {}; \
showDisabled = 0; \
priority = 0; \
icon = PATHTOF(UI\attach_ca.paa); \
distance = 4; \
distance = 4.5; \
}; \
class GVAR(DetachVehicle) { \
displayName = "$STR_ACE_Attach_Detach"; \
condition = QUOTE(_this call FUNC(canDetach)); \
statement = QUOTE(_this call FUNC(detach) ); \
exceptions[] = {"isNotDragging"}; \
exceptions[] = {}; \
showDisabled = 0; \
priority = 0; \
priority = 0.1; \
icon = PATHTOF(UI\detach_ca.paa); \
distance = 4; \
distance = 4.5; \
}; \
}; \
};

View File

@ -8,6 +8,5 @@ PREP(canDetach);
PREP(detach);
PREP(getChildrenAttachActions);
PREP(placeApprove);
PREP(placeCancel);
ADDON = true;

View File

@ -25,4 +25,6 @@ _itemName = [_args, 0, ""] call CBA_fnc_defaultParam;
_attachLimit = [6, 1] select (_player == _attachToVehicle);
_attachedObjects = _attachToVehicle getVariable [QGVAR(Objects), []];
(canStand _player) && {alive _attachToVehicle} && {(count _attachedObjects) < _attachLimit} && {_itemName in ((itemsWithMagazines _player) + [""])};
_playerPos = (ACE_player modelToWorld (ACE_player selectionPosition "pilot"));
(canStand _player) && {(_attachToVehicle distance _player) < 7} && {alive _attachToVehicle} && {(count _attachedObjects) < _attachLimit} && {_itemName in ((itemsWithMagazines _player) + [""])};

View File

@ -1,6 +1,11 @@
/*
* Author: Pabst Mirror (based on Explosive attach by Garth de Wet (LH))
* Approves placement of the lightObject, scans for an appropriate location and attaches
* A player can release the attachObject with it floating in mid-air.
* This will use lineIntersectsWith to scan towards the center of the vehicle to find a collision
* ArmA's collision detection is of couse terrible and often misses collisions (difference between what we see and collision LOD)
* So it does multiple scans at slighly different angles
* This is VERY computationaly intensive, but doesn't happen that often.
*
* Arguments:
* Nothing
@ -15,43 +20,14 @@
*/
#include "script_component.hpp"
private ["_setupObject", "_setupClassname", "_itemClassname", "_placementText", "_attachToVehicle", "_placer", "_startingPosition", "_startingOffset", "_startDistanceFromCenter", "_closeInUnitVector", "_keepGoingCloser", "_closeInMax", "_closeInMin", "_closeInDistance", "_endPosTestOffset", "_endPosTest", "_doesIntersect", "_startingPosShifted", "_startASL", "_endPosShifted", "_endASL", "_attachedObject", "_currentObjects", "_currentItemNames"];
private ["_startingOffset", "_startDistanceFromCenter", "_closeInUnitVector", "_closeInMax", "_closeInMin", "_setupObject", "_closeInDistance", "_endPosTestOffset", "_endPosTest", "_doesIntersect", "_startingPosShifted", "_startASL", "_endPosShifted", "_endASL", "_attachedObject", "_currentObjects", "_currentItemNames"];
if (GVAR(pfeh_running)) then {
[QGVAR(PlacementEachFrame),"OnEachFrame"] call BIS_fnc_removeStackedEventHandler;
GVAR(pfeh_running) = false;
};
PARAMS_6(_unit,_attachToVehicle,_itemClassname,_itemVehClass,_onAtachText,_startingPosition);
_setupObject = GVAR(setupObject);
_setupClassname = typeOf _setupObject;
_itemClassname = GVAR(SetupPlacmentItem);
_placementText = GVAR(SetupPlacmentText);
_attachToVehicle = GVAR(SetupAttachVehicle);
_placer = GVAR(placer);
GVAR(SetupPlacmentItem) = "";
GVAR(SetupPlacmentText) = "";
GVAR(setupObject) = objNull;
GVAR(SetupAttachVehicle) = objNull;
GVAR(placer) = objNull;
[_placer, QGVAR(vehAttach), false] call EFUNC(common,setForceWalkStatus);
[_placer, "DefaultAction", _placer getVariable [QGVAR(placeActionEH), -1]] call EFUNC(common,removeActionEventHandler);
// [_placer, "MenuBack", _placer getVariable [QGVAR(cancelActionEH), -1]] call EFUNC(common,removeActionEventHandler);
call EFUNC(interaction,hideMouseHint);
//A player can release the attachObject with it floating in mid-air.
//This will use lineIntersectsWith to scan towards the center of the vehicle to find a collision
//ArmA's collision detection is of couse terrible and often misses collisions (difference between what we see and collision LOD)
//So it does multiple scans at slighly different angles
//This is VERY computationaly intensive, but doesn't happen that often.
_startingPosition = _setupObject modelToWorld [0,0,0];
_startingOffset = _attachToVehicle worldToModel _startingPosition;
_startDistanceFromCenter = vectorMagnitude _startingOffset;
_closeInUnitVector = vectorNormalized (_startingOffset vectorFromTo [0,0,0]);
_keepGoingCloser = true;
_closeInMax = _startDistanceFromCenter;
_closeInMin = 0;
@ -76,9 +52,8 @@ while {(_closeInMax - _closeInMin) > 0.01} do {
_endASL = if (surfaceIsWater _startingPosShifted) then {_endPosShifted} else {ATLtoASL _endPosShifted};
//Uncomment to see the lazor show, and see how the scanning works:
// drawLine3D [_startingPosShifted, _endPosShifted, [1,0,0,1]];
if (_attachToVehicle in lineIntersectsWith [_startASL, _endASL, _placer]) exitWith {_doesIntersect = true};
drawLine3D [_startingPosShifted, _endPosShifted, [1,0,0,1]];
if (_attachToVehicle in lineIntersectsWith [_startASL, _endASL, _unit]) exitWith {_doesIntersect = true};
} forEach [[0,0,0.045], [0,0,-0.045], [0,0.045,0], [0,-0.045,0], [0.045,0,0], [-0.045,0,0]];
} forEach [[0,0,0], [0,0,0.05], [0,0,-0.05]];
@ -92,7 +67,7 @@ while {(_closeInMax - _closeInMin) > 0.01} do {
_closeInDistance = (_closeInMax + _closeInMin) / 2;
//Checks (too close to center or can't attach)
if (((_startDistanceFromCenter - _closeInDistance) < 0.1) || {!([_attachToVehicle, _placer, _itemClassname] call FUNC(canAttach))}) exitWith {
if (((_startDistanceFromCenter - _closeInDistance) < 0.1) || {!([_attachToVehicle, _unit, _itemClassname] call FUNC(canAttach))}) exitWith {
TRACE_2("no valid spot found",_closeInDistance,_startDistanceFromCenter);
[localize "STR_ACE_Attach_Failed"] call EFUNC(common,displayTextStructured);
};
@ -103,11 +78,11 @@ _closeInDistance = (_closeInDistance - 0.0085);
//Create New 'real' Object
_endPosTestOffset = _startingOffset vectorAdd (_closeInUnitVector vectorMultiply _closeInDistance);
_endPosTestOffset set [2, (_startingOffset select 2)];
_attachedObject = _setupClassname createVehicle (getPos _placer);
_attachedObject = _itemVehClass createVehicle (getPos _unit);
_attachedObject attachTo [_attachToVehicle, _endPosTestOffset];
//Remove Item from inventory
_placer removeItem _itemClassname;
_unit removeItem _itemClassname;
//Add Object to ACE_AttachedObjects and ACE_AttachedItemNames
_currentObjects = _attachToVehicle getVariable [QGVAR(Objects), []];
@ -117,4 +92,4 @@ _currentItemNames = _attachToVehicle getVariable [QGVAR(ItemNames), []];
_currentItemNames pushBack _itemClassname;
_attachToVehicle setVariable [QGVAR(ItemNames), _currentItemNames, true];
[_placementText] call EFUNC(common,displayTextStructured);
[_onAtachText] call EFUNC(common,displayTextStructured);

View File

@ -1,35 +0,0 @@
/*
* Author: Pabst Mirror (based on Explosive attach by Garth de Wet (LH))
* Cancels placement of the lightObject
*
* Arguments:
* Nothing
*
* Return Value:
* Nothing
*
* Example:
* Nothing
*
* Public: No
*/
#include "script_component.hpp"
if (GVAR(pfeh_running)) then {
[QGVAR(PlacementEachFrame),"OnEachFrame"] call BIS_fnc_removeStackedEventHandler;
GVAR(pfeh_running) = false;
};
if (!isNull (GVAR(setupObject))) then {
deleteVehicle GVAR(setupObject);
};
[GVAR(placer), QGVAR(vehAttach), false] call EFUNC(common,setForceWalkStatus);
call EFUNC(interaction,hideMouseHint);
[GVAR(placer), "DefaultAction", GVAR(placer) getVariable [QGVAR(placeActionEH), -1]] call EFUNC(common,removeActionEventHandler);
[GVAR(placer), "MenuBack", GVAR(placer) getVariable [QGVAR(cancelActionEH), -1]] call EFUNC(common,removeActionEventHandler);
GVAR(placer) = objNull;
GVAR(SetupPlacmentItem) = "";
GVAR(SetupPlacmentText) = "";
GVAR(setupObject) = objNull;
GVAR(SetupAttachVehicle) = objNull;