ACE3/addons/interaction/functions/fnc_getVehiclePosComplex.sqf
jonpas e11e102a76 Underwater actions support (#4984)
* Enable majority of actions underwater

* Remove log

* Add logistics_wirecutter support (don't play kneel animations underwater - looks silly)

* Don't perform kneel animations when repairing or medicaling underwater

* Fix interaction menu rendering underwater (was moving based on player eye level due to height max used for large vehicles)

* Fix attach underwater (LIW does not work underwater, LIS does), Add attach scan drawing define

* Remove left-over systemChat

* Remove vehiclelock from Plane, Disallow linking belt underwater, Allow checking ammo when sitting via action (was already possible via keybind), Use param for LIS
2017-08-22 13:30:56 -05:00

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/*
* Author: esteldunedain, PabstMirror
* Return a suitable position for the action point for the given target vehicle
*
* Arguments:
* 0: Target <OBJECT>
* 1: Player's Position ASL <ARRAY>
*
* Return Value:
* Interaction point in model cords <ARRAY>
*
* Example:
* [cursorTarget, eyePos player] call ace_interaction_fnc_getVehiclePosComplex
*
* Public: No
*/
#include "script_component.hpp"
params ["_target", "_cameraPosASL"];
TRACE_2("params",_target,_cameraPosASL);
private _bb = boundingBoxReal _target;
(_bb select 0) params ["_bbX", "_bbY", "_bbZ"];
private _config = configFile >> "CfgVehicles" >> (typeOf _target);
if (isNumber (_config >> QGVAR(bodyWidth))) then {_bbX = getNumber (_config >> QGVAR(bodyWidth));};
if (isNumber (_config >> QGVAR(bodyLength))) then {_bbY = getNumber (_config >> QGVAR(bodyLength));};
private _relPos = _target worldToModelVisual ASLToAGL _cameraPosASL;
_relPos params ["_dx", "_dy", "_dz"];
private _ndx = (abs _dx) / ((abs (_bbx)) - 1);
private _ndy = (abs _dy) / ((abs (_bbY)) - 1);
private _ndz = (abs _dz) / ((abs (_bbZ)) - 1);
private "_pos";
if (_ndx > _ndy) then {
if (_ndx > _ndz) then {
// _ndx is greater, will colide with x plane first
_pos = _relPos vectorMultiply ((1 / _ndx) min 0.8);
} else {
// _ndz is greater, will colide with z plane first
_pos = _relPos vectorMultiply ((1 / _ndz) min 0.8);
};
} else {
if (_ndy > _ndz) then {
// _ndy is greater, will colide with y plane first
_pos = _relPos vectorMultiply ((1 / _ndy) min 0.8);
} else {
// _ndz is greater, will colide with z plane first
_pos = _relPos vectorMultiply ((1 / _ndz) min 0.8);
};
};
// Set max height at player's eye level (prevent very high interaction point on vehicles)
// Only when above water level to prevent underwater actions from following player eye level
if (_cameraPosASL select 2 >= 0) then {
_pos set [2, (_pos select 2) min _dz];
};
TRACE_4("",_bb,_bbX,_relPos,_pos,_cameraPosASL);
_pos