ACE3/addons/logistics_wirecutter/functions/fnc_interactEH.sqf
2015-05-28 21:59:04 +02:00

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/*
* Author: PabstMirror
* When interact_menu starts rendering (from "interact_keyDown" event)
*
* Arguments:
* Interact Menu Type (0 - world, 1 - self) <NUMBER>
*
* Return Value:
* Nothing
*
* Example:
* [0] call ace_logistics_wirecutter_fnc_interactEH
*
* Public: Yes
*/
#include "script_component.hpp"
PARAMS_1(_interactionType);
//Ignore self-interaction menu
if (_interactionType != 0) exitWith {};
//for performance only do stuff it they have a wirecutter item
//(if they somehow get one durring keydown they'll just have to reopen)
if (!("ACE_wirecutter" in (items ace_player))) exitWith {};
[{
private ["_fncStatement", "_attachedFence", "_fncCondition", "_helper", "_action"];
PARAMS_2(_args,_pfID);
EXPLODE_3_PVT(_args,_setPosition,_addedHelpers,_fencesHelped);
if (!EGVAR(interact_menu,keyDown)) then {
{deleteVehicle _x;} forEach _addedHelpers;
[_pfID] call CBA_fnc_removePerFrameHandler;
} else {
// Prevent Rare Error when ending mission with interact key down:
if (isNull ace_player) exitWith {};
//If player moved >5 meters from last pos, then rescan
if (((getPosASL ace_player) distance _setPosition) > 5) then {
_fncStatement = {
PARAMS_3(_dummyTarget,_player,_attachedFence);
[_player, _attachedFence] call FUNC(cutDownFence);
};
_fncCondition = {
PARAMS_3(_dummyTarget,_player,_attachedFence);
((!isNull _attachedFence) && {(damage _attachedFence) < 1} && {("ACE_wirecutter" in (items _player))})
};
{
if (!(_x in _fencesHelped)) then {
if ([_x] call FUNC(isFence)) then {
_fencesHelped pushBack _x;
_helper = "Sign_Sphere25cm_F" createVehicleLocal (getpos _x);
_action = [QGVAR(helperCutFence), (localize LSTRING(CutFence)), QUOTE(PATHTOF(ui\wirecutter_ca.paa)), _fncStatement, _fncCondition, {}, _x, [0,0,0], 5] call EFUNC(interact_menu,createAction);
[_helper, 0, [],_action] call EFUNC(interact_menu,addActionToObject);
_helper setPosASL ((getPosASL _x) vectorAdd [0,0,1.25]);
_helper hideObject true;
_addedHelpers pushBack _helper;
};
};
} forEach nearestObjects [ace_player, [], 15];
_args set [0, (getPosASL ace_player)];
};
};
}, 0.1, [((getPosASL ace_player) vectorAdd [-100,0,0]), [], []]] call CBA_fnc_addPerFrameHandler;