ACE3/addons/quickmount/functions/fnc_getInNearest.sqf
James Kingsley 4872e186cd Vehicle quick mount (#4931)
* Add quickmount files from ACEX

* Rename to ACE3, Streamline, Use clientInit

* Rename functions to ACE3, Fix crew getting

* Fix enabled text

* Fix texts

* Remove spaces

* Rework seat search
2017-06-02 16:51:07 -05:00

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/*
* Author: Kingsley
* Mount the player in the vehicle they are directly looking at based on their distance.
*
* Arguments:
* None
*
* Return Value:
* None
*
* Example:
* [] call ace_quickmount_fnc_getInNearest;
*
* Public: No
*/
#include "script_component.hpp"
if (!GVAR(enabled) ||
{isNull ACE_player} ||
{vehicle ACE_player != ACE_player} ||
{!alive ACE_player} ||
{ACE_player getVariable ["ace_unconscious", false]}
) exitWith {};
private _start = AGLtoASL (ACE_player modelToWorldVisual (ACE_player selectionPosition "pilot"));
private _end = (_start vectorAdd (getCameraViewDirection ACE_player vectorMultiply GVAR(distance)));
private _objects = lineIntersectsSurfaces [_start, _end, ACE_player];
private _target = (_objects param [0, []]) param [2, objNull];
if (locked _target in [2,3]) exitWith {
[localize LSTRING(VehicleLocked)] call EFUNC(common,displayTextStructured);
true
};
TRACE_1("",_target);
if (!isNull _target &&
{alive _target} &&
{{_target isKindOf _x} count ["Air","LandVehicle","Ship","StaticMortar"] > 0} &&
{([ACE_player, _target] call EFUNC(common,canInteractWith))} &&
{speed _target <= GVAR(speed)}
) then {
if (GVAR(priority) > 3 || GVAR(priority) < 0) then {
GVAR(priority) = 0;
};
private _seats = ["Driver", "Gunner", "Commander", "Cargo"];
private _sortedSeats = [_seats select GVAR(priority)];
_seats deleteAt GVAR(priority);
_sortedSeats append _seats;
private _hasAction = false;
scopeName "SearchForSeat";
{
private _desiredRole = _x;
{
_x params ["_unit", "_role", "_cargoIndex", "_turretPath"];
if ((isNull _unit) || {!alive _unit}) then {
private _effectiveRole = toLower _role;
if ((_effectiveRole in ["driver", "gunner"]) && {unitIsUAV _target}) exitWith {}; // Ignoring UAV Driver/Gunner
if ((_effectiveRole == "driver") && {(getNumber (([_target] call CBA_fnc_getObjectConfig) >> "hasDriver")) == 0}) exitWith {}; // Ignoring Non Driver (static weapons)
if (_effectiveRole == "turret") then {
if ((getNumber (([_target, _turretPath] call CBA_fnc_getTurret) >> "isCopilot")) == 1) exitWith {
_effectiveRole = "driver";
};
if (_cargoIndex < 0) exitWith {
_effectiveRole = "gunner"; // door gunners / 2nd turret
};
_effectiveRole = "cargo"; // probably a FFV
};
TRACE_2("",_effectiveRole,_x);
if (_effectiveRole != _desiredRole) exitWith {};
if (_role == "Turret") then {
ACE_player action ["GetIn" + _role, _target, _turretPath];
TRACE_3("Geting In",_x,_role,_turretPath);
} else {
ACE_player action ["GetIn" + _role, _target];
TRACE_3("Geting In",_x,_role);
};
_hasAction = true;
breakTo "SearchForSeat";
};
} forEach (fullCrew [_target, "", true]);
} forEach _sortedSeats;
if (!_hasAction) then {
TRACE_1("no empty seats",_hasAction);
[localize LSTRING(VehicleFull)] call EFUNC(common,displayTextStructured);
};
};
true