/* * Author: commy2, Phyma * Find door. * * Arguments: * 0: Distance * * Return Value: * House objects and door * 0: House * 1: Door Name * * Example: * [player, target] call ace_interaction_fnc_getDoor * * Public: No */ #include "script_component.hpp" params ["_distance"]; private _position0 = positionCameraToWorld [0, 0, 0]; private _position1 = positionCameraToWorld [0, 0, _distance]; private _intersections = lineIntersectsSurfaces [AGLToASL _position0, AGLToASL _position1, cameraOn, objNull, true, 1, "GEOM"]; if (_intersections isEqualTo []) exitWith {[objNull, ""]}; private _house = _intersections select 0 select 2; // shithouse is bugged if (typeOf _house == "") exitWith {[objNull, ""]}; _intersections = [_house, "GEOM"] intersect [_position0, _position1]; private _door = toLower (_intersections select 0 select 0); if (isNil "_door") exitWith {[_house, ""]}; //Check if door is glass because then we need to find the proper location of the door so we can use it if ((_door find "glass") != -1) then { _door = [_distance, _house, _door] call FUNC(getGlassDoor); }; if (isNil "_door") exitWith {[_house, ""]}; [_house, _door]