/* * Author: PabstMirror * When interact_menu starts rendering (from "interact_keyDown" event) * * Arguments: * Interact Menu Type (0 - world, 1 - self) * * Return Value: * Nothing * * Example: * [0] call ace_logistics_wirecutter_fnc_interactEH * * Public: Yes */ #include "script_component.hpp" params ["_interactionType"]; //Ignore self-interaction menu or mounted vehicle interaction if ((_interactionType != 0) || {(vehicle ACE_player) != ACE_player}) exitWith {}; //for performance only do stuff it they have a wirecutter item //(if they somehow get one durring keydown they'll just have to reopen) if (!("ACE_wirecutter" in (items ace_player))) exitWith {}; TRACE_1("Starting wire-cut action PFEH",_interactionType); [{ private ["_fncStatement", "_attachedFence", "_fncCondition", "_helper", "_action"]; params ["_args", "_pfID"]; _args params ["_setPosition", "_addedHelpers", "_fencesHelped"]; if (!EGVAR(interact_menu,keyDown)) then { {deleteVehicle _x; nil} count _addedHelpers; [_pfID] call CBA_fnc_removePerFrameHandler; } else { // Prevent Rare Error when ending mission with interact key down: if (isNull ace_player) exitWith {}; //If player moved >5 meters from last pos, then rescan if (((getPosASL ace_player) distance _setPosition) > 5) then { _fncStatement = { params ["", "_player", "_attachedFence"]; [_player, _attachedFence] call FUNC(cutDownFence); }; _fncCondition = { params ["", "_player", "_attachedFence"]; if (!([_player, _attachedFence, []] call EFUNC(common,canInteractWith))) exitWith {false}; ((!isNull _attachedFence) && {(damage _attachedFence) < 1} && {("ACE_wirecutter" in (items _player))}) }; { if (!(_x in _fencesHelped)) then { if ([_x] call FUNC(isFence)) then { _fencesHelped pushBack _x; _helper = "ACE_LogicDummy" createVehicleLocal (getpos _x); _action = [QGVAR(helperCutFence), (localize LSTRING(CutFence)), QPATHTOF(ui\wirecutter_ca.paa), _fncStatement, _fncCondition, {}, _x, {[0,0,0]}, 5.5] call EFUNC(interact_menu,createAction); [_helper, 0, [],_action] call EFUNC(interact_menu,addActionToObject); _helper setPosASL ((getPosASL _x) vectorAdd [0,0,1.25]); _addedHelpers pushBack _helper; }; }; nil } count nearestObjects [ace_player, [], 15]; _args set [0, (getPosASL ace_player)]; }; }; }, 0.1, [((getPosASL ace_player) vectorAdd [-100,0,0]), [], []]] call CBA_fnc_addPerFrameHandler;