ACE3/addons/interaction/functions/fnc_isInRange.sqf
PabstMirror f0b7b34321 Cleanup
2015-05-14 13:00:56 -05:00

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/*
* Author: commy2
* Check if the vehicle is in range of the player.
*
* Arguments:
* 0: Vehicle <OBJECT>
* 1: Distance in meters <NUMBER>
*
* Return value:
* Vehicle in range of player <BOOL>
*
* Example:
* [target, 5] call ace_interaction_fnc_isInRange
*
* Public: No
*/
#include "script_component.hpp"
PARAMS_2(_vehicle,_distance);
private ["_player", "_position0", "_position1"];
_player = ACE_player;
if (_vehicle isKindOf "Man") exitWith {_player distance _vehicle < _distance};
private ["_position0", "_position1"];//, "_direction"];
_position0 = getPosASL _player;
_position1 = getPosASL _vehicle;
/*
_direction = _position1 vectorDiff _position0;
_direction = _direction vectorMultiply (_distance / (vectorMagnitude _direction));
_position0 = eyePos _player;
_position1 = _position0 vectorAdd _direction;
_vehicle in lineIntersectsWith [_position0, _position1] || {_player distance _vehicle < _distance}
*/
_position0 = ATLToASL positionCameraToWorld [0, 0, 0];
_position0 set [2, (_position0 select 2) - (getTerrainHeightASL _position0 min 0)];
_position1 = ATLToASL positionCameraToWorld [0, 0, _distance];
_position1 set [2, (_position1 select 2) - (getTerrainHeightASL _position1 min 0)];
if (_vehicle in lineIntersectsWith [_position0, _position1] || {_player distance _vehicle < _distance}) then {
true
} else {
["Not in Range"] call FUNC(addToTooltip);
false
}