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8ab36f64ff
* Fix quickmount for vehicle interactions * Update addons/quickmount/functions/fnc_getInNearest.sqf
126 lines
4.5 KiB
Plaintext
126 lines
4.5 KiB
Plaintext
#include "..\script_component.hpp"
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/*
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* Author: Kingsley
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* Mounts the player in the vehicle they are directly looking at based on their distance.
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*
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* Arguments:
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* 0: Target <OBJECT> (default: objNull)
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*
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* Return Value:
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* None
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*
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* Example:
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* call ace_quickmount_fnc_getInNearest
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*
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* Public: No
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*/
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if (
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!GVAR(enabled) ||
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{isNull ACE_player} ||
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{!isNull objectParent ACE_player} ||
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{!(ACE_player call EFUNC(common,isAwake))}
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) exitWith {};
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params [["_target", objNull, [objNull]]];
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TRACE_1("getInNearest",_target);
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// If target is not defined (e.g. keybind was used), search for valid target
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if (isNull _target) then {
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private _start = ACE_player modelToWorldVisualWorld (ACE_player selectionPosition "pilot");
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private _end = (_start vectorAdd (getCameraViewDirection ACE_player vectorMultiply GVAR(distance)));
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private _objects = lineIntersectsSurfaces [_start, _end, ACE_player];
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_target = (_objects param [0, []]) param [2, objNull];
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};
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if (!alive _target) exitWith {};
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if (locked _target >= 2 || {!simulationEnabled _target}) exitWith {
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[LLSTRING(VehicleLocked)] call EFUNC(common,displayTextStructured);
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};
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TRACE_2("",_target,typeOf _target);
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if (
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(speed _target > GVAR(speed)) ||
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{["Air", "LandVehicle", "Ship", "StaticMortar"] findIf {_target isKindOf _x} == -1} ||
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{!([ACE_player, _target, ["isNotSwimming"]] call EFUNC(common,canInteractWith))}
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) exitWith {};
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private _seats = ["driver", "gunner", "commander", "cargo"];
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private _sortedSeats = [_seats select GVAR(priority)];
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_seats deleteAt GVAR(priority);
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_sortedSeats append _seats;
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private _fullCrew = fullCrew [_target, "", true];
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private _hasAction = false;
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scopeName "SearchForSeat";
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{
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private _desiredRole = _x;
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{
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_x params ["_unit", "_role", "_cargoIndex", "_turretPath"];
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if (!alive _unit) then {
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private _effectiveRole = _role;
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if ((_effectiveRole in ["driver", "gunner"]) && {unitIsUAV _target}) exitWith {}; // Ignoring UAV Driver/Gunner
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if ((_effectiveRole == "driver") && {(getNumber (configOf _target >> "hasDriver")) == 0}) exitWith {}; // Ignoring Non Driver (static weapons)
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// Seats can be locked independently of the main vehicle
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if ((_effectiveRole == "driver") && {lockedDriver _target}) exitWith {TRACE_1("lockedDriver",_x);};
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if ((_cargoIndex >= 0) && {_target lockedCargo _cargoIndex}) exitWith {TRACE_1("lockedCargo",_x);};
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if ((_turretPath isNotEqualTo []) && {_target lockedTurret _turretPath}) exitWith {TRACE_1("lockedTurret",_x);};
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if (_effectiveRole == "turret") then {
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private _turretConfig = [_target, _turretPath] call CBA_fnc_getTurret;
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if (getNumber (_turretConfig >> "isCopilot") == 1) exitWith {
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_effectiveRole = "driver";
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};
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if (
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_cargoIndex >= 0 || // FFV
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{getText (_turretConfig >> "gun") == ""} // Turret without weapon
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) exitWith {
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_effectiveRole = "cargo";
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};
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_effectiveRole = "gunner"; // Door gunners / 2nd turret
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};
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TRACE_2("",_effectiveRole,_x);
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if (_effectiveRole != _desiredRole) exitWith {};
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if (_turretPath isNotEqualTo []) then {
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// Using GetInTurret seems to solve problems with incorrect GetInEH params when gunner/commander
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ACE_player action ["GetInTurret", _target, _turretPath];
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TRACE_3("Getting In Turret",_x,_role,_turretPath);
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} else {
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if (_cargoIndex > -1) then {
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// GetInCargo expects the index of the seat in the "cargo" array from fullCrew
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// See description: https://community.bistudio.com/wiki/fullCrew
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private _cargoActionIndex = (fullCrew [_target, "cargo", true]) findIf {(_x select 2) == _cargoIndex};
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ACE_player action ["GetInCargo", _target, _cargoActionIndex];
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TRACE_4("Getting In Cargo",_x,_role,_cargoActionIndex,_cargoIndex);
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} else {
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ACE_player action ["GetIn" + _role, _target];
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TRACE_2("Getting In",_x,_role);
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};
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};
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_hasAction = true;
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breakTo "SearchForSeat";
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};
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} forEach _fullCrew;
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} forEach _sortedSeats;
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if (!_hasAction) then {
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TRACE_1("no empty seats",_hasAction);
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[LLSTRING(VehicleFull)] call EFUNC(common,displayTextStructured);
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};
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