/* * Author: eRazeri, esteldunedain, PabstMirror * Attach an item to the unit * * Arguments: * 0: vehicle that it will be attached to (player or vehicle) * 1: unit doing the attach (player) * 2: Array containing a string of the attachable item * * Return Value: * Nothing * * Example: * [bob, bob, ["light"]] call ace_attach_fnc_attach; * * Public: No */ #include "script_component.hpp" private ["_itemClassname", "_itemVehClass", "_onAtachText", "_selfAttachPosition", "_attachedItem", "_tempObject", "_actionID", "_model"]; PARAMS_3(_attachToVehicle,_unit,_args); _itemClassname = [_args, 0, ""] call CBA_fnc_defaultParam; //Sanity Check (_unit has item in inventory, not over attach limit) if ((_itemClassname == "") || {!(_this call FUNC(canAttach))}) exitWith {ERROR("Tried to attach, but check failed");}; _selfAttachPosition = [_unit, [-0.05, 0, 0.12], "rightshoulder"]; _itemVehClass = getText (configFile >> "CfgWeapons" >> _itemClassname >> "ACE_Attachable"); _onAtachText = getText (configFile >> "CfgWeapons" >> _itemClassname >> "displayName"); if (_itemVehClass == "") then { _itemVehClass = getText (configFile >> "CfgMagazines" >> _itemClassname >> "ACE_Attachable"); _onAtachText = getText (configFile >> "CfgMagazines" >> _itemClassname >> "displayName"); }; if (_itemVehClass == "") exitWith {ERROR("no ACE_Attachable for Item");}; _onAtachText = format [localize LSTRING(Item_Attached), _onAtachText]; if (_unit == _attachToVehicle) then { //Self Attachment _unit removeItem _itemClassname; // Remove item _attachedItem = _itemVehClass createVehicle [0,0,0]; _attachedItem attachTo _selfAttachPosition; [_onAtachText] call EFUNC(common,displayTextStructured); _attachToVehicle setVariable [QGVAR(Objects), [_attachedItem], true]; _attachToVehicle setVariable [QGVAR(ItemNames), [_itemClassname], true]; } else { GVAR(placeAction) = PLACE_WAITING; [_unit, QGVAR(vehAttach), true] call EFUNC(common,setForceWalkStatus); [{[localize LSTRING(PlaceAction), ""] call EFUNC(interaction,showMouseHint)}, []] call EFUNC(common,execNextFrame); _unit setVariable [QGVAR(placeActionEH), [_unit, "DefaultAction", {true}, {GVAR(placeAction) = PLACE_APPROVE;}] call EFUNC(common,AddActionEventHandler)]; _actionID = _unit addAction [format ["%1", localize LSTRING(CancelAction)], {GVAR(placeAction) = PLACE_CANCEL}]; //Display to show virtual object: private []; _model = getText (configFile >> "CfgAmmo" >> _itemVehClass >> "model"); if (_model == "") then { _model = getText (configFile >> "CfgVehicles" >> _itemVehClass >> "model"); }; //"\A3\Weapons_F\empty.p3d" is fine, but ctrlSetModel ""; - will crash game! if (_model == "") exitWith {ERROR("No Model");}; (QGVAR(virtualAmmo) call BIS_fnc_rscLayer) cutRsc [QGVAR(virtualAmmo), "PLAIN", 0, false]; ((uiNamespace getVariable [QGVAR(virtualAmmoDisplay), displayNull]) displayCtrl 800851) ctrlSetModel _model; [{ private["_angle", "_dir", "_screenPos", "_realDistance", "_up", "_virtualPos", "_virtualPosASL", "_lineInterection"]; PARAMS_2(_args,_pfID); EXPLODE_6_PVT(_args,_unit,_attachToVehicle,_itemClassname,_itemVehClass,_onAtachText,_actionID); _virtualPosASL = (eyePos _unit) vectorAdd (positionCameraToWorld [0,0,0.6]) vectorDiff (positionCameraToWorld [0,0,0]); if (cameraView == "EXTERNAL") then { _virtualPosASL = _virtualPosASL vectorAdd ((positionCameraToWorld [0.3,0,0]) vectorDiff (positionCameraToWorld [0,0,0])); }; _virtualPos = _virtualPosASL call EFUNC(common,ASLToPosition); _lineInterection = lineIntersects [eyePos ACE_player, _virtualPosASL, ACE_player]; //Don't allow placing in a bad position: if (_lineInterection && {GVAR(placeAction) == PLACE_APPROVE}) then {GVAR(placeAction) = PLACE_WAITING;}; if ((GVAR(placeAction) != PLACE_WAITING) || {_unit != ACE_player} || {!([_unit, _attachToVehicle, []] call EFUNC(common,canInteractWith))} || {!([_attachToVehicle, _unit, _itemClassname] call FUNC(canAttach))}) then { [_pfID] call CBA_fnc_removePerFrameHandler; [_unit, QGVAR(vehAttach), false] call EFUNC(common,setForceWalkStatus); [] call EFUNC(interaction,hideMouseHint); [_unit, "DefaultAction", (_unit getVariable [QGVAR(placeActionEH), -1])] call EFUNC(common,removeActionEventHandler); _unit removeAction _actionID; (QGVAR(virtualAmmo) call BIS_fnc_rscLayer) cutText ["", "PLAIN"]; if (GVAR(placeAction) == PLACE_APPROVE) then { [_unit, _attachToVehicle, _itemClassname, _itemVehClass, _onAtachText, _virtualPos] call FUNC(placeApprove); }; } else { //Show the virtual object: if (_lineInterection) then { ((uiNamespace getVariable [QGVAR(virtualAmmoDisplay), displayNull]) displayCtrl 800851) ctrlShow false; } else { ((uiNamespace getVariable [QGVAR(virtualAmmoDisplay), displayNull]) displayCtrl 800851) ctrlShow true; _screenPos = worldToScreen _virtualPos; if (_screenPos isEqualTo []) exitWith { ((uiNamespace getVariable [QGVAR(virtualAmmoDisplay), displayNull]) displayCtrl 800851) ctrlShow false; }; _realDistance = (_virtualPos distance (positionCameraToWorld [0,0,0])) / ((call CBA_fnc_getFov) select 1); _screenPos = [(_screenPos select 0), _realDistance, (_screenPos select 1)]; ((uiNamespace getVariable [QGVAR(virtualAmmoDisplay), displayNull]) displayCtrl 800851) ctrlSetPosition _screenPos; _dir = (positionCameraToWorld [0,0,1]) vectorFromTo (positionCameraToWorld [0,0,0]); _angle = asin (_dir select 2); _up = [0, cos _angle, sin _angle]; ((uiNamespace getVariable [QGVAR(virtualAmmoDisplay), displayNull]) displayCtrl 800851) ctrlSetModelDirAndUp [[1,0,0], _up]; }; }; }, 0, [_unit, _attachToVehicle, _itemClassname, _itemVehClass, _onAtachText, _actionID]] call CBA_fnc_addPerFrameHandler; };