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74fd0f507f
* Add EH for UAV control, Add Hellfire support * cycle guidance keybind * Handle broken PlayerViewChanged * humps * UAV Self-interactions (#5379) * Switch ACE_Player to uav AI on valid seat change * Different approach to UAV interactions * Forgot to remove a variable * Changed param to select
107 lines
3.3 KiB
Plaintext
107 lines
3.3 KiB
Plaintext
/*
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* Author: NouberNou and esteldunedain
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* Render the interaction menu for a base action
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*
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* Arguments:
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* 0: Object <OBJECT>
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* 1: Action node <ARRAY>
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* 2: 3D position or 2D position <ARRAY> (Optional)
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*
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* Return Value:
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* Was the menu rendered <BOOL>
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*
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* Example:
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* [bob, [node], [0, 0, 0]] call ACE_interact_menu_fnc_renderBaseMenu
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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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BEGIN_COUNTER(fnc_renderBaseMenu)
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params ["_object", "_baseActionNode"];
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_baseActionNode params ["_actionData"];
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_actionData params ["_actionName", "", "", "", "", "", "", "_positionCode", "_distance", "_params"];
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// Obtain a 3D position for the action
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private _pos = if((count _this) > 2) then {
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_this select 2
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} else {
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// Setup scope variables for position code
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private _target = _object;
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// Get action position
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_object modelToWorldVisual (call _positionCode)
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};
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// For non-self actions, exit if the action is too far away or ocluded
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private _distanceToBasePoint = 0; //This will be 0 for self/zeus/in-vehicle (used later to check sub action distance)
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if ((GVAR(openedMenuType) == 0) && {isNull (ACE_controlledUAV select 0)} && {vehicle ACE_player == ACE_player} && {isNull curatorCamera} &&
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{
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private _headPos = ACE_player modelToWorldVisual (ACE_player selectionPosition "pilot");
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_distanceToBasePoint = _headPos distance _pos;
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if (_distanceToBasePoint > _distance) exitWith {true};
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if ((_distanceToBasePoint > 1.2) && {!(_params select 4)}) exitWith {
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// If distance to action is greater than 1.2 m and check isn't disabled in params, check LOS
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lineIntersects [AGLtoASL _headPos, AGLtoASL _pos, _object, ACE_player]
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};
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false
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}) exitWith {false};
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// Exit if the action is behind you
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private _sPos = if (count _pos != 2) then {
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worldToScreen _pos
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} else {
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_pos
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};
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if (_sPos isEqualTo []) exitWith {false};
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// Exit if the action is off screen
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if ((_sPos select 0) < safeZoneXAbs || {(_sPos select 0) > safeZoneXAbs + safeZoneWAbs}) exitWith {false};
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if ((_sPos select 1) < safeZoneY || {(_sPos select 1) > safeZoneY + safeZoneH}) exitWith {false};
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BEGIN_COUNTER(fnc_collectActiveActionTree);
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// Collect active tree
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private _uid = format [QGVAR(ATCache_%1), _actionName];
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private _activeActionTree = [
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[_object, _baseActionNode, [], _distanceToBasePoint],
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DFUNC(collectActiveActionTree),
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_object, _uid, 1.0, "ace_interactMenuClosed"
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] call EFUNC(common,cachedCall);
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END_COUNTER(fnc_collectActiveActionTree);
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#ifdef DEBUG_MODE_EXTRA
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diag_log "Printing: _activeActionTree";
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[0, _activeActionTree] call {
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params ["_level", "_node"];
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_node params ["_actionData", "_children", "_object"];
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diag_log text format ["Level %1 -> %2 on %3", _level, _actionData select 0, _object];
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};
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#endif
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// Check if there's something left for rendering
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if (_activeActionTree isEqualTo []) exitWith {false};
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BEGIN_COUNTER(fnc_renderMenus);
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if (count _pos > 2) then {
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_sPos pushBack (((AGLtoASL _pos) vectorDiff GVAR(cameraPosASL)) vectorDotProduct GVAR(cameraDir));
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} else {
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_sPos pushBack 0;
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};
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// Add action point for oclusion and rendering
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GVAR(collectedActionPoints) pushBack [_sPos select 2, _sPos, _activeActionTree];
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END_COUNTER(fnc_renderMenus);
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END_COUNTER(fnc_renderBaseMenu);
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true
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