#include "script_component.hpp" /* * Author: Phyma * Find glass door. * * Arguments: * 0: Distance * 1: House * 2: Door name * * Return Value: * 0: Door Name * * Example: * [player, target] call ace_interaction_fnc_getGlassDoor * * Public: No */ params ["_distance", "_house", "_door"]; private _doorParts = []; private _doorPos = []; private _animate = animationNames _house; private _glassDoor = _door splitString "_"; private _glassPos = (_house selectionPosition [(_glassDoor select 0) + "_" + (_glassDoor select 1) + "_effects", "Memory"]); // Calculate all animation names so we know what is there { private _animName = toLower _x; if (((_animName find "door") != -1) && ((_animName find "locked") == -1) && ((_animName find "disabled") == -1) && ((_animName find "handle") == -1)) then { private _splitStr = _animName splitString "_"; _doorParts pushBack ((_splitStr select 0) + "_" + (_splitStr select 1) + "_trigger"); }; } forEach _animate; // Get the pos of all the door components and save the parts { _doorPos pushBack (_house selectionPosition [_x, "Memory"]); } forEach _doorParts; // Calculate what door that is closest to the glass door private _lowestDistance = 0; { private _objDist = _glassPos distance _x; //Make sure we dont take another door by mistake if (_objDist <= _distance) then { //Need to set the value in the beginning if (_lowestDistance == 0) then { _lowestDistance = _objDist; private _splitStr = (_doorParts select _forEachIndex) splitString "_"; _door = (_splitStr select 0) + "_" + (_splitStr select 1); } else { if (_objDist < _lowestDistance) then { _lowestDistance = _objDist; private _splitStr = (_doorParts select _forEachIndex) splitString "_"; _door = (_splitStr select 0) + "_" + (_splitStr select 1); }; }; }; } forEach _doorPos; // Check if we have a door or if it is the glass part if ((isNil "_door") || ((_door find "glass") != -1)) exitWith {}; _door