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36b61fdb6e
* Add throw blocking status effect * Add concertina_wire and tripod support * Add launcher in hands support * Disable effect sending more than once * Fix EFUNC using, add trace * Disable vanilla throw blocking * Improve status handling * Fix rearm status key
75 lines
2.4 KiB
Plaintext
75 lines
2.4 KiB
Plaintext
/*
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* Author: Garth 'L-H' de Wet, Ruthberg, edited by commy2 for better MP and eventual AI support and esteldunedain
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* Confirms trench dig
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*
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* Arguments:
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* 0: unit <OBJECT>
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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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* [ACE_player] call ace_trenches_fnc_placeConfirm
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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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params ["_unit"];
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// enable running again
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[_unit, "forceWalk", "ACE_Trenches", false] call EFUNC(common,statusEffect_set);
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[_unit, "blockThrow", "ACE_Trenches", false] call EFUNC(common,statusEffect_set);
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// remove dig pfh
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[GVAR(digPFH)] call CBA_fnc_removePerFrameHandler;
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GVAR(digPFH) = -1;
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// remove mouse button actions
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call EFUNC(interaction,hideMouseHint);
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[_unit, "DefaultAction", _unit getVariable [QGVAR(Dig), -1]] call EFUNC(common,removeActionEventHandler);
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_unit setVariable [QGVAR(isPlacing), false, true];
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// Delete placement dummy and create real trench
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params ["_unit"];
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if (isNull GVAR(trench)) exitWith {};
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deleteVehicle GVAR(trench);
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private _trench = createVehicle [GVAR(trenchClass), [0, 0, 0], [], 0, "NONE"];
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GVAR(trenchPlacementData) params ["_dx", "_dy", "_offset"];
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private _basePos = GVAR(trenchPos);
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private _angle = (GVAR(digDirection) + getDir _unit);
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// _v1 forward from the player, _v2 to the right, _v3 points away from the ground
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private _v3 = surfaceNormal _basePos;
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private _v2 = [sin _angle, +cos _angle, 0] vectorCrossProduct _v3;
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private _v1 = _v3 vectorCrossProduct _v2;
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// Stick the trench to the ground
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_basePos set [2, getTerrainHeightASL _basePos];
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private _minzoffset = 0;
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for [{private _ix = -_dx/2},{_ix <= _dx/2},{_ix = _ix + _dx/3}] do {
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for [{private _iy = -_dy/2},{_iy <= _dy/2},{_iy = _iy + _dy/3}] do {
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private _pos = _basePos vectorAdd (_v2 vectorMultiply _ix)
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vectorAdd (_v1 vectorMultiply _iy);
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_minzoffset = _minzoffset min ((getTerrainHeightASL _pos) - (_pos select 2));
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#ifdef DEBUG_MODE_FULL
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_pos set [2, getTerrainHeightASL _pos];
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_pos2 = +_pos;
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_pos2 set [2, getTerrainHeightASL _pos + 1];
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drawLine3D [ASLtoAGL _pos, ASLtoAGL _pos2, [1,1,0,1]];
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#endif
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};
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};
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_basePos set [2, (_basePos select 2) + _minzoffset + _offset];
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private _vecDirAndUp = [_v1, _v3];
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GVAR(trench) = objNull;
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_trench setVariable [QGVAR(placeData), [_basePos, _vecDirAndUp], true];
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[_trench, _unit] call FUNC(continueDiggingTrench);
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