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https://github.com/acemod/ACE3.git
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edf4a70ed6
* Simplify main fuel loop * Remove unecessary action macro * Add container refueling * Fuel counter behaviour is now consistent for both limited and unlimited fuel sources * Update maxFuel and refuelContainer whenever fueling begins * Update maxFuel and refuelContainer whenever fueling begins * Prevent loading of fuel sources into cargo when they have a nozzle connected to them * Added action to check how much fuel is left in a jerry can * Prevent jerry cans from being picked up if they have a nozzle connected to them * Added function to check if a nozzle can be connected to an object * Prevent fuel sources which have their nozzle deployed from being loaded * Compute both tank volumes inside of refuel instead of durring turn on * Didn't mean to delete these * Allow for user defined fuel capacities * Handle more edge cases with infinite fuel sources * Refuel - Prevent fuel sources from being dragged while they're refueling other things * Refuel - Added flow rate multiplier for refueling fuel sources * Refuel - Use FUNC instead of DFUNC for nozzle actions * Refuel - getCapacity should return REFUEL_DISABLED_FUEL instead of 0 when argument is not a fuel source * Refuel - Correctly reset fuel counter when fueling a new target * Refuel - Implemented all suggested changes * Refuel - Added newlines to end of files * Refuel - Added missing newline at end of XEH_PREP * Only setFuel once per jerry can creation Co-authored-by: PabstMirror <pabstmirror@gmail.com> * Calling getFuel will initialize the fuel source * Refuel - Add newline to end of file --------- Co-authored-by: BaerMitUmlaut <baermitumlaut@users.noreply.github.com> Co-authored-by: PabstMirror <pabstmirror@gmail.com>
55 lines
1.5 KiB
Plaintext
55 lines
1.5 KiB
Plaintext
#include "script_component.hpp"
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/*
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* Author: Dystopian
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* Mouse button down event.
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*
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* Arguments:
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* None
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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_refuel_fnc_onMouseButtonDown
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*
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* Public: No
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*/
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private _button = _this select 1;
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private _unit = ACE_player;
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private _nozzle = _unit getVariable [QGVAR(nozzle), objNull];
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if (_button > 1 || {isNull _nozzle}) exitWith {};
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getCursorObjectParams params ["_cursorObject", "", "_distance"];
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// RMB
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if (_button == 1) exitWith {
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if (
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!isNull _cursorObject
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&& {_distance < REFUEL_NOZZLE_ACTION_DISTANCE}
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&& {[_unit, _cursorObject] call FUNC(canReturnNozzle)}
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) then {
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[_unit, _cursorObject] call FUNC(returnNozzle);
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} else {
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[_unit, _nozzle] call FUNC(dropNozzle);
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};
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};
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// LMB
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// code from attach, don't know what it is
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private _virtualPosASL = (eyePos _unit) vectorAdd (positionCameraToWorld [0,0,0.6]) vectorDiff (positionCameraToWorld [0,0,0]);
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if (cameraView == "EXTERNAL") then {
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_virtualPosASL = _virtualPosASL vectorAdd ((positionCameraToWorld [0.3,0,0]) vectorDiff (positionCameraToWorld [0,0,0]));
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};
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if (
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!isNull _cursorObject
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&& {_distance < REFUEL_NOZZLE_ACTION_DISTANCE}
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&& {[_cursorObject] call FUNC(canConnectNozzle)}
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&& {isNull (_cursorObject getVariable [QGVAR(nozzle), objNull])}
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&& {!lineIntersects [eyePos _unit, _virtualPosASL, _unit]}
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) then {
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[_unit, _cursorObject, _virtualPosASL, _nozzle] call FUNC(connectNozzleAction);
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};
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