mirror of
https://github.com/acemod/ACE3.git
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112 lines
5.4 KiB
Plaintext
112 lines
5.4 KiB
Plaintext
/*
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* Author: eRazeri, esteldunedain, PabstMirror
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* Attach an item to the unit
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*
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* Arguments:
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* 0: vehicle that it will be attached to (player or vehicle) <OBJECT>
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* 1: unit doing the attach (player) <OBJECT>
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* 2: Array containing a string of the attachable item <ARRAY>
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*
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* Return Value:
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* Nothing
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*
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* Example:
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* [bob, bob, ["light"]] call ace_attach_fnc_attach;
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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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private ["_itemClassname", "_itemVehClass", "_onAtachText", "_selfAttachPosition", "_attachedItem", "_tempObject", "_actionID", "_model"];
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PARAMS_3(_attachToVehicle,_unit,_args);
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_itemClassname = [_args, 0, ""] call CBA_fnc_defaultParam;
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//Sanity Check (_unit has item in inventory, not over attach limit)
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if ((_itemClassname == "") || {!(_this call FUNC(canAttach))}) exitWith {ERROR("Tried to attach, but check failed");};
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_selfAttachPosition = [_unit, [-0.05, 0, 0.12], "rightshoulder"];
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_itemVehClass = getText (configFile >> "CfgWeapons" >> _itemClassname >> "ACE_Attachable");
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_onAtachText = getText (configFile >> "CfgWeapons" >> _itemClassname >> "displayName");
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if (_itemVehClass == "") then {
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_itemVehClass = getText (configFile >> "CfgMagazines" >> _itemClassname >> "ACE_Attachable");
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_onAtachText = getText (configFile >> "CfgMagazines" >> _itemClassname >> "displayName");
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};
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if (_itemVehClass == "") exitWith {ERROR("no ACE_Attachable for Item");};
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_onAtachText = format [localize LSTRING(Item_Attached), _onAtachText];
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if (_unit == _attachToVehicle) then { //Self Attachment
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_unit removeItem _itemClassname; // Remove item
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_attachedItem = _itemVehClass createVehicle [0,0,0];
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_attachedItem attachTo _selfAttachPosition;
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[_onAtachText] call EFUNC(common,displayTextStructured);
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_attachToVehicle setVariable [QGVAR(Objects), [_attachedItem], true];
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_attachToVehicle setVariable [QGVAR(ItemNames), [_itemClassname], true];
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} else {
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GVAR(placeAction) = PLACE_WAITING;
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[_unit, QGVAR(vehAttach), true] call EFUNC(common,setForceWalkStatus);
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[{[localize LSTRING(PlaceAction), ""] call EFUNC(interaction,showMouseHint)}, []] call EFUNC(common,execNextFrame);
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_unit setVariable [QGVAR(placeActionEH), [_unit, "DefaultAction", {true}, {GVAR(placeAction) = PLACE_APPROVE;}] call EFUNC(common,AddActionEventHandler)];
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_actionID = _unit addAction [format ["<t color='#FF0000'>%1</t>", localize LSTRING(CancelAction)], {GVAR(placeAction) = PLACE_CANCEL}];
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//Display to show virtual object:
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private [];
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_model = getText (configFile >> "CfgAmmo" >> _itemVehClass >> "model");
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if (_model == "") then {
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_model = getText (configFile >> "CfgVehicles" >> _itemVehClass >> "model");
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};
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//"\A3\Weapons_F\empty.p3d" is fine, but ctrlSetModel ""; - will crash game!
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if (_model == "") exitWith {ERROR("No Model");};
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(QGVAR(virtualAmmo) call BIS_fnc_rscLayer) cutRsc [QGVAR(virtualAmmo), "PLAIN", 0, false];
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((uiNamespace getVariable [QGVAR(virtualAmmoDisplay), displayNull]) displayCtrl 800851) ctrlSetModel _model;
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[{
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private "_startingPosition";
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PARAMS_2(_args,_pfID);
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EXPLODE_6_PVT(_args,_unit,_attachToVehicle,_itemClassname,_itemVehClass,_onAtachText,_actionID);
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_virtualPosASL = (eyePos _unit) vectorAdd (positionCameraToWorld [0,0,0.5] vectorDiff positionCameraToWorld [0,0,0]);
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_virtualPos = _virtualPosASL call EFUNC(common,ASLToPosition);
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if ((GVAR(placeAction) != PLACE_WAITING) ||
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{_unit != ACE_player} ||
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{!([_unit, _attachToVehicle, []] call EFUNC(common,canInteractWith))} ||
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{!([_attachToVehicle, _unit, _itemClassname] call FUNC(canAttach))}) then {
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[_pfID] call CBA_fnc_removePerFrameHandler;
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[_unit, QGVAR(vehAttach), false] call EFUNC(common,setForceWalkStatus);
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[] call EFUNC(interaction,hideMouseHint);
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[_unit, "DefaultAction", (_unit getVariable [QGVAR(placeActionEH), -1])] call EFUNC(common,removeActionEventHandler);
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_unit removeAction _actionID;
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(QGVAR(virtualAmmo) call BIS_fnc_rscLayer) cutText ["", "PLAIN"];
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if (GVAR(placeAction) == PLACE_APPROVE) then {
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[_unit, _attachToVehicle, _itemClassname, _itemVehClass, _onAtachText, _virtualPos] call FUNC(placeApprove);
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};
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} else {
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//Show the virtual object:
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if (lineIntersects [eyePos ACE_player, _virtualPosASL, ACE_player]) then {
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((uiNamespace getVariable [QGVAR(virtualAmmoDisplay), displayNull]) displayCtrl 800851) ctrlShow false;
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} else {
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((uiNamespace getVariable [QGVAR(virtualAmmoDisplay), displayNull]) displayCtrl 800851) ctrlShow true;
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_pos = worldToScreen _virtualPos;
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_realDistance = _virtualPos distance (positionCameraToWorld [0,0,0]);
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_pos = [(_pos select 0), _realDistance, (_pos select 1)];
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((uiNamespace getVariable [QGVAR(virtualAmmoDisplay), displayNull]) displayCtrl 800851) ctrlSetPosition _pos;
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_dir = (positionCameraToWorld [0,0,1]) vectorFromTo (positionCameraToWorld [0,0,0]);
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_angle = asin (_dir select 2);
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_up = [0, cos _angle, sin _angle];
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((uiNamespace getVariable [QGVAR(virtualAmmoDisplay), displayNull]) displayCtrl 800851) ctrlSetModelDirAndUp [[1,0,0], _up];
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};
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};
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}, 0, [_unit, _attachToVehicle, _itemClassname, _itemVehClass, _onAtachText, _actionID]] call CBA_fnc_addPerFrameHandler;
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};
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