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https://github.com/acemod/ACE3.git
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4872e186cd
* 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
99 lines
3.3 KiB
Plaintext
99 lines
3.3 KiB
Plaintext
/*
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* Author: Kingsley
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* Mount 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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* 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_quickmount_fnc_getInNearest;
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*
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* Public: No
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*/
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#include "script_component.hpp"
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if (!GVAR(enabled) ||
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{isNull ACE_player} ||
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{vehicle ACE_player != ACE_player} ||
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{!alive ACE_player} ||
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{ACE_player getVariable ["ace_unconscious", false]}
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) exitWith {};
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private _start = AGLtoASL (ACE_player modelToWorldVisual (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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private _target = (_objects param [0, []]) param [2, objNull];
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if (locked _target in [2,3]) exitWith {
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[localize LSTRING(VehicleLocked)] call EFUNC(common,displayTextStructured);
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true
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};
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TRACE_1("",_target);
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if (!isNull _target &&
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{alive _target} &&
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{{_target isKindOf _x} count ["Air","LandVehicle","Ship","StaticMortar"] > 0} &&
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{([ACE_player, _target] call EFUNC(common,canInteractWith))} &&
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{speed _target <= GVAR(speed)}
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) then {
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if (GVAR(priority) > 3 || GVAR(priority) < 0) then {
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GVAR(priority) = 0;
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};
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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 _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 ((isNull _unit) || {!alive _unit}) then {
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private _effectiveRole = toLower _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 (([_target] call CBA_fnc_getObjectConfig) >> "hasDriver")) == 0}) exitWith {}; // Ignoring Non Driver (static weapons)
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if (_effectiveRole == "turret") then {
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if ((getNumber (([_target, _turretPath] call CBA_fnc_getTurret) >> "isCopilot")) == 1) exitWith {
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_effectiveRole = "driver";
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};
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if (_cargoIndex < 0) exitWith {
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_effectiveRole = "gunner"; // door gunners / 2nd turret
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};
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_effectiveRole = "cargo"; // probably a FFV
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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 (_role == "Turret") then {
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ACE_player action ["GetIn" + _role, _target, _turretPath];
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TRACE_3("Geting In",_x,_role,_turretPath);
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} else {
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ACE_player action ["GetIn" + _role, _target];
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TRACE_3("Geting In",_x,_role);
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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 [_target, "", true]);
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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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[localize LSTRING(VehicleFull)] call EFUNC(common,displayTextStructured);
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};
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};
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true
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