/* * Author: NouberNou and CAA-Picard * Render the interaction menu for a base action * * Argument: * 0: Object * 1: Action data * 2: 3D position (Optional) * * Return value: * Was the menu rendered * * Public: No */ #include "script_component.hpp" private ["_distance","_pos","_weaponDir","_ref","_cameraPos","_sPos","_activeActionTree"]; EXPLODE_2_PVT(_this,_object,_baseAction); EXPLODE_1_PVT(_baseAction,_actionData); _distance = _actionData select 5; // Obtain a 3D position for the action if((count _this) > 2) then { _pos = _this select 2; } else { if(typeName (_actionData select 2) == "ARRAY") then { _pos = _object modelToWorld (_actionData select 2); } else { if ((_actionData select 2) == "weapon") then { // Craft a suitable position for weapon interaction _weaponDir = _object weaponDirection currentWeapon _object; _ref = _weaponDir call EFUNC(common,createOrthonormalReference); _pos = (_object modelToWorld (_object selectionPosition "righthand")) vectorAdd ((_ref select 2) vectorMultiply 0.1); } else { _pos = _object modelToWorld (_object selectionPosition (_actionData select 2)); }; }; // Compensate for movement during the frame to get rid of jittering _pos = _pos vectorAdd ((visiblePositionASL _object) vectorDiff (getPosASL _object)); }; _cameraToActionVec = (_pos call EFUNC(common,positionToASL)) vectorDiff ((positionCameraToWorld [0,0,0]) call EFUNC(common,positionToASL)); GVAR(refSystem) = _cameraToActionVec call EFUNC(common,createOrthonormalReference); // For non-self actions, exit if the action is too far away if (GVAR(keyDown) && {(ACE_player modelToWorld (ACE_player selectionPosition "pilot")) distance _pos >= _distance}) exitWith {false}; // Exit if the action is behind you _sPos = worldToScreen _pos; if(count _sPos == 0) exitWith {false}; // Exit if the action is off screen if ((_sPos select 0) < safeZoneXAbs || (_sPos select 0) > safeZoneXAbs + safeZoneWAbs) exitWith {false}; if ((_sPos select 1) < safeZoneY || (_sPos select 1) > safeZoneY + safeZoneH) exitWith {false}; // Collect active tree private "_uid"; _uid = format [QGVAR(ATCache_%1), (_actionData select 7) select 0]; _activeActionTree = [ [_object, _baseAction], DFUNC(collectActiveActionTree), _object, _uid, 0.2 ] call EFUNC(common,cachedCall); // Check if there's something left for rendering if (count _activeActionTree == 0) exitWith {false}; //EXPLODE_2_PVT(_activeActionTree,_actionData,_actionChildren); [_object, _activeActionTree, _pos, [180,360]] call FUNC(renderMenu); true