/* * Author: PabstMirror * Scans for nearby "Static" objects (buildings) and adds the UserActions to them. * Called when interact_menu starts rendering (from "interactMenuOpened" event) * * Arguments: * 0: Interact Menu Type (0 - world, 1 - self) * * Return Value: * Nothing * * Example: * [0] call ace_interact_menu_fnc_userActions_addHouseActions * * Public: No */ #include "script_component.hpp" params ["_interactionType"]; //Ignore if not enabled: if (!GVAR(addBuildingActions)) exitWith {}; //Ignore self-interaction menu: if (_interactionType != 0) exitWith {}; //Ignore when mounted: if ((vehicle ACE_player) != ACE_player) exitWith {}; [{ params ["_args", "_pfID"]; _args params ["_setPosition", "_addedHelpers", "_housesScaned", "_housesToScanForActions"]; if (!EGVAR(interact_menu,keyDown)) then { {deleteVehicle _x;} forEach _addedHelpers; [_pfID] call CBA_fnc_removePerFrameHandler; } else { // Prevent Rare Error when ending mission with interact key down: if (isNull ace_player) exitWith {}; //Make the common case fast (cursorTarget is looking at a door): if ((!isNull cursorTarget) && {cursorTarget isKindOf "Static"} && {!(cursorTarget in _housesScaned)}) then { if (((count (configFile >> "CfgVehicles" >> (typeOf cursorTarget) >> "UserActions")) > 0) || {(count (getArray (configFile >> "CfgVehicles" >> (typeOf cursorTarget) >> "ladders"))) > 0}) then { _housesToScanForActions = [cursorTarget]; } else { _housesScaned pushBack cursorTarget; }; }; //For performance, we only do 1 thing per frame, //-either do a wide scan and search for houses with actions //-or scan one house at a time and add the actions for that house if (_housesToScanForActions isEqualTo []) then { //If player moved >2 meters from last pos, then rescan if (((getPosASL ace_player) distance _setPosition) < 2) exitWith {}; private _nearBuidlings = nearestObjects [ace_player, ["Static"], 30]; { private _typeOfHouse = typeOf _x; if (((count (configFile >> "CfgVehicles" >> _typeOfHouse >> "UserActions")) == 0) && {(count (getArray (configFile >> "CfgVehicles" >> _typeOfHouse >> "ladders"))) == 0}) then { _housesScaned pushBack _x; } else { _housesToScanForActions pushBack _x; }; nil } count (_nearBuidlings - _housesScaned); _args set [0, (getPosASL ace_player)]; } else { _houseBeingScaned = _housesToScanForActions deleteAt 0; private _typeOfHouse = typeOf _houseBeingScaned; //Skip this house for now if we are outside of it's radius //(we have to scan far out for the big houses, but we don't want to waste time adding actions on every little shack) if ((_houseBeingScaned != cursorTarget) && {((ACE_player distance _houseBeingScaned) - ((sizeOf _typeOfHouse) / 2)) > 4}) exitWith {}; _housesScaned pushBack _houseBeingScaned; private _actionSet = [_typeOfHouse] call FUNC(userActions_getHouseActions); _actionSet params ["_memPoints", "_memPointsActions"]; // systemChat format ["Add Actions for [%1] (count %2) @ %3", _typeOfHouse, (count _memPoints), diag_tickTime]; { private _helperPos = AGLtoASL (_houseBeingScaned modelToWorld (_houseBeingScaned selectionPosition _x)); private _helperObject = "ACE_LogicDummy" createVehicleLocal _helperPos; _addedHelpers pushBack _helperObject; _helperObject setVariable [QGVAR(building), _houseBeingScaned]; _helperObject setPosASL _helperPos; TRACE_3("Making New Helper",_helperObject,_x,_houseBeingScaned); { [_helperObject, 0, [], _x] call EFUNC(interact_menu,addActionToObject); nil } count (_memPointsActions select _forEachIndex); } forEach _memPoints; }; }; }, 0, [((getPosASL ace_player) vectorAdd [-100,0,0]), [], [], []]] call CBA_fnc_addPerFrameHandler;