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d034324e88
* Added a3 include pboprefix * Add defineDIKCodes header * defineDIKCodes include case correct * Use ui_f dikcodes * Fix fnc_checkfiles macro and dll condition * Incorrect macro usage in fnc_getVehiclePos * Incorrect macro usage in fnc_getVehiclePosComplex * Add defineResincl ui_f include * Remove include guard from defineResincl * Incorrect macro usage in fnc_handleMouseButton * Incorrect macro usage in fnc_setMarkerJIP * Semicolon after include * Add defineResinclDesign ui_f include * Incorrect macro usage fnc_rearmSuccessLocal * Incorrect macro usage fnc_rearmSuccessLocal * Stray backslash in fnc_camshake * Incorrect macro usage in fnc_startNozzleInHandsPFH * Incorrect amcro usage in fnc_tag * Incorrect macro usage in fnc_moduleGlobalSetSkill * Reenable linux checkFiles * Non-captialized requiredAddons * Non-captialized requiredAddons
64 lines
2.0 KiB
Plaintext
64 lines
2.0 KiB
Plaintext
#include "script_component.hpp"
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/*
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* Author: esteldunedain, PabstMirror
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* Return a suitable position for the action point for the given target vehicle
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*
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* Arguments:
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* 0: Target <OBJECT>
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* 1: Player's Position ASL <ARRAY>
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*
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* Return Value:
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* Interaction point in model cords <ARRAY>
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*
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* Example:
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* [cursorTarget, eyePos player] call ace_interaction_fnc_getVehiclePosComplex
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*
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* Public: No
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*/
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params ["_target", "_cameraPosASL"];
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TRACE_2("params",_target,_cameraPosASL);
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private _bb = boundingBoxReal _target;
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(_bb select 0) params ["_bbX", "_bbY", "_bbZ"];
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private _config = configFile >> "CfgVehicles" >> (typeOf _target);
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if (isNumber (_config >> QGVAR(bodyWidth))) then {_bbX = getNumber (_config >> QGVAR(bodyWidth));};
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if (isNumber (_config >> QGVAR(bodyLength))) then {_bbY = getNumber (_config >> QGVAR(bodyLength));};
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private _relPos = _target worldToModelVisual ASLToAGL _cameraPosASL;
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_relPos params ["_dx", "_dy", "_dz"];
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private _ndx = (abs _dx) / (((abs (_bbX)) - 1) max 1);
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private _ndy = (abs _dy) / (((abs (_bbY)) - 1) max 1);
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private _ndz = (abs _dz) / (((abs (_bbZ)) - 1) max 1);
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private _pos = [];
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if (_ndx > _ndy) then {
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if (_ndx > _ndz) then {
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// _ndx is greater, will colide with x plane first
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_pos = _relPos vectorMultiply ((1 / _ndx) min 0.8);
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} else {
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// _ndz is greater, will colide with z plane first
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_pos = _relPos vectorMultiply ((1 / _ndz) min 0.8);
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};
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} else {
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if (_ndy > _ndz) then {
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// _ndy is greater, will colide with y plane first
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_pos = _relPos vectorMultiply ((1 / _ndy) min 0.8);
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} else {
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// _ndz is greater, will colide with z plane first
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_pos = _relPos vectorMultiply ((1 / _ndz) min 0.8);
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};
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};
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// Set max height at player's eye level (prevent very high interaction point on vehicles)
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// Only when above water level to prevent underwater actions from following player eye level
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if (_cameraPosASL select 2 >= 0) then {
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_pos set [2, (_pos select 2) min _dz];
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};
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TRACE_5("",_bb,_bbX,_relPos,_pos,_cameraPosASL);
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_pos
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