/* * Author: TheDrill, PabstMirror * On keypress, point and send position to nearby players * * Arguments: * None * * Return Value: * Key Handeled * * Example: * [] call ace_finger_fnc_keyPress; * * Public: No */ #include "script_component.hpp" private["_fingerPosPrecise", "_playerEyePos", "_sendFingerToPlayers", "_nearbyMen"]; if (!alive ACE_player) exitWith {false}; // Conditions: canInteract if !([ACE_player, ACE_player, ["isNotInside"]] call EFUNC(common,canInteractWith)) exitWith {false}; //make sure player is dismounted or in a static weapon: if ((ACE_player != vehicle ACE_player) && {!((vehicle ACE_player) isKindOf "StaticWeapon")}) exitWith {false}; //Check camera view (not in GUNNER) if !(cameraView in ["INTERNAL", "EXTERNAL"]) exitWith {false}; //Exit if run recently (run every 1 seconds) if (ACE_diagTime < (GVAR(lastFPTime) + FP_ACTION_TIMEOUT)) exitWith {true}; GVAR(lastFPTime) = ACE_diagTime; _fingerPosPrecise = positionCameraToWorld [0, 0, FP_DISTANCE]; _playerEyePos = eyePos ACE_player; _sendFingerToPlayers = []; _nearbyMen = (ACE_player nearObjects ["CAManBase", (GVAR(maxRange) + 2)]); { _nearbyMen append (crew _x); } forEach (ACE_player nearObjects ["StaticWeapon", (GVAR(maxRange) + 2)]); { if ((((eyePos _x) vectorDistance _playerEyePos) < GVAR(maxRange)) && {alive _x} && {(_x == (vehicle _x)) || {(vehicle _x) isKindOf "StaticWeapon"}} && {GVAR(indicatorForSelf) || {_x != ACE_player}} && {!(lineIntersects [(eyePos _x), _playerEyePos, ACE_player, _x])} && {[_x] call EFUNC(common,isPlayer)}) then { _sendFingerToPlayers pushBack _x; }; } count _nearbyMen; TRACE_1("sending finger to",_sendFingerToPlayers); [QGVAR(fingered), _sendFingerToPlayers, [ACE_player, _fingerPosPrecise]] call EFUNC(common,targetEvent); ACE_player playActionNow "GestureGo"; true