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288f956316
* Fixed glassdoor Fixed so glassdoor now works with ace slow open. * Made it more pretty with new file Made it more pretty with new file * Tidy up a bit * Removed white space * Replace tabs with spaces Replace tabs with spaces * Simplified and added comments * Changes + was stupid was commit Changes to go with code guidlines and extra check if door is empty * Tabs to spaces * Small fixes + Fixed so CUP houses now works Fixed so CUP houses now works * Remove todo * Fixed requested changes * Removed whitespaces
68 lines
2.1 KiB
Plaintext
68 lines
2.1 KiB
Plaintext
/*
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* Author: Phyma
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* Find glass door.
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*
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* Arguments:
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* 0: Distance <NUMBER>
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* 1: House <OBJECT>
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* 2: Door name <STRING>
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*
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* Return Value:
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* 0: Door Name <STRING>
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*
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* Example:
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* [player, target] call ace_interaction_fnc_getGlassDoor
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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 ["_distance", "_house", "_door"];
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private _doorParts = [];
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private _doorPos = [];
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private _animate = animationNames _house;
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private _glassDoor = _door splitString "_";
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private _glassPos = (_house selectionPosition [(_glassDoor select 0) + "_" + (_glassDoor select 1) + "_effects", "Memory"]);
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// Calculate all animation names so we know what is there
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{
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private _animName = toLower _x;
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if (((_animName find "door") != -1) && ((_animName find "locked") == -1) && ((_animName find "disabled") == -1) && ((_animName find "handle") == -1)) then {
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private _splitStr = _animName splitString "_";
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_doorParts pushBack ((_splitStr select 0) + "_" + (_splitStr select 1) + "_trigger");
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};
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} forEach _animate;
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// Get the pos of all the door components and save the parts
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{
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_doorPos pushBack (_house selectionPosition [_x, "Memory"]);
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} forEach _doorParts;
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// Calculate what door that is closest to the glass door
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private _lowestDistance = 0;
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{
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private _objDist = _glassPos distance _x;
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//Make sure we dont take another door by mistake
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if (_objDist <= _distance) then {
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//Need to set the value in the beginning
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if (_lowestDistance == 0) then {
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_lowestDistance = _objDist;
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private _splitStr = (_doorParts select _forEachIndex) splitString "_";
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_door = (_splitStr select 0) + "_" + (_splitStr select 1);
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} else {
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if (_objDist < _lowestDistance) then {
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_lowestDistance = _objDist;
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private _splitStr = (_doorParts select _forEachIndex) splitString "_";
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_door = (_splitStr select 0) + "_" + (_splitStr select 1);
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};
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};
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};
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} forEach _doorPos;
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// Check if we have a door or if it is the glass part
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if ((isNil "_door") || ((_door find "glass") != -1)) exitWith {};
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_door
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