ACE3/addons/refuel/functions/fnc_onMouseButtonDown.sqf
Samuel Deutsch edf4a70ed6
Refuel - Added ability to refuel fuel sources (#8981)
* Simplify main fuel loop

* Remove unecessary action macro

* Add container refueling

* Fuel counter behaviour is now consistent for both limited and unlimited fuel sources

* Update maxFuel and refuelContainer whenever fueling begins

* Update maxFuel and refuelContainer whenever fueling begins

* Prevent loading of fuel sources into cargo when they have a nozzle connected to them

* Added action to check how much fuel is left in a jerry can

* Prevent jerry cans from being picked up if they have a nozzle connected to them

* Added function to check if a nozzle can be connected to an object

* Prevent fuel sources which have their nozzle deployed from being loaded

* Compute both tank volumes inside of refuel instead of durring turn on

* Didn't mean to delete these

* Allow for user defined fuel capacities

* Handle more edge cases with infinite fuel sources

* Refuel - Prevent fuel sources from being dragged while they're refueling other things

* Refuel - Added flow rate multiplier for refueling fuel sources

* Refuel - Use FUNC instead of DFUNC for nozzle actions

* Refuel - getCapacity should return REFUEL_DISABLED_FUEL instead of 0 when argument is not a fuel source

* Refuel - Correctly reset fuel counter when fueling a new target

* Refuel - Implemented all suggested changes

* Refuel - Added newlines to end of files

* Refuel - Added missing newline at end of XEH_PREP

* Only setFuel once per jerry can creation

Co-authored-by: PabstMirror <pabstmirror@gmail.com>

* Calling getFuel will initialize the fuel source

* Refuel - Add newline to end of file

---------

Co-authored-by: BaerMitUmlaut <baermitumlaut@users.noreply.github.com>
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
2023-02-16 20:06:11 -06:00

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#include "script_component.hpp"
/*
* Author: Dystopian
* Mouse button down event.
*
* Arguments:
* None
*
* Return Value:
* None
*
* Example:
* [] call ace_refuel_fnc_onMouseButtonDown
*
* Public: No
*/
private _button = _this select 1;
private _unit = ACE_player;
private _nozzle = _unit getVariable [QGVAR(nozzle), objNull];
if (_button > 1 || {isNull _nozzle}) exitWith {};
getCursorObjectParams params ["_cursorObject", "", "_distance"];
// RMB
if (_button == 1) exitWith {
if (
!isNull _cursorObject
&& {_distance < REFUEL_NOZZLE_ACTION_DISTANCE}
&& {[_unit, _cursorObject] call FUNC(canReturnNozzle)}
) then {
[_unit, _cursorObject] call FUNC(returnNozzle);
} else {
[_unit, _nozzle] call FUNC(dropNozzle);
};
};
// LMB
// code from attach, don't know what it is
private _virtualPosASL = (eyePos _unit) vectorAdd (positionCameraToWorld [0,0,0.6]) vectorDiff (positionCameraToWorld [0,0,0]);
if (cameraView == "EXTERNAL") then {
_virtualPosASL = _virtualPosASL vectorAdd ((positionCameraToWorld [0.3,0,0]) vectorDiff (positionCameraToWorld [0,0,0]));
};
if (
!isNull _cursorObject
&& {_distance < REFUEL_NOZZLE_ACTION_DISTANCE}
&& {[_cursorObject] call FUNC(canConnectNozzle)}
&& {isNull (_cursorObject getVariable [QGVAR(nozzle), objNull])}
&& {!lineIntersects [eyePos _unit, _virtualPosASL, _unit]}
) then {
[_unit, _cursorObject, _virtualPosASL, _nozzle] call FUNC(connectNozzleAction);
};