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5ae0ef6bbe
* Fix explosive placement while underwater * Apply suggestions from code review Co-Authored-By: alganthe <alganthe@live.fr> * Change placeApprove header to reflect changes * Replace lineIntersectsWith in isInMedicalFacility * Replace linesIntersects in isInRepairFacility, fix params Public func, params should have an expected type. * Replace linesIntersects in spallTrack * Replace lineIntersects in getFirstObjectIntersection and findReflection * Replace lineIntersects in advanced throwing grenades can pass glass underwater now, I bet all of 0 person will be glad that horrendous bug is now fixed. * Fix possible issue in pointing while underwater * Fix possible issue while underwater in attach * Replace count with isEqualTo in lineIntersectsSurfaces replacements * Fix inverted conditions * Fix drawArc * Fix fnc_attach * Reverse advanced_throwing and spallTrack lineIntersects changes * Fix issues raised from code review
71 lines
2.5 KiB
Plaintext
71 lines
2.5 KiB
Plaintext
#include "script_component.hpp"
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/*
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* Author: TheDrill, PabstMirror
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* On keypress, point and send position to nearby players
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*
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* Arguments:
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* None
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*
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* Return Value:
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* Key Handeled <BOOL>
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*
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* Example:
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* [] call ace_finger_fnc_keyPress;
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*
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* Public: No
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*/
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if (!alive ACE_player) exitWith {false};
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// Conditions: canInteract
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if !([ACE_player, ACE_player, ["isNotInside", "isNotSwimming"]] call EFUNC(common,canInteractWith)) exitWith {false};
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//make sure player is dismounted or in a static weapon:
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if ((ACE_player != vehicle ACE_player) && {!((vehicle ACE_player) isKindOf "StaticWeapon")}) exitWith {false};
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//Check camera view (not in GUNNER)
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if !(cameraView in ["INTERNAL", "EXTERNAL"]) exitWith {false};
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//Exit if run recently (run every 1 seconds)
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if (diag_tickTime < (GVAR(lastFPTime) + FP_ACTION_TIMEOUT)) exitWith {true};
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GVAR(lastFPTime) = diag_tickTime;
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// Find where is the finger pointing
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private _originASL = AGLtoASL positionCameraToWorld [0, 0, 0];
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private _fingerPosASL = AGLtoASL positionCameraToWorld [0, 0, FP_DISTANCE];
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private _intersections = lineIntersectsSurfaces [_originASL, _fingerPosASL, ACE_player, vehicle ACE_player, true, 1];
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if !(_intersections isEqualTo []) then {
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_fingerPosASL = _intersections select 0 select 0;
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};
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// Find who should the finger be sent to
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private _playerEyePosASL = eyePos ACE_player;
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private _sendFingerToPlayers = [];
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private _nearbyMen = (ACE_player nearObjects ["CAManBase", (GVAR(maxRange) + 2)]);
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{
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_nearbyMen append (crew _x);
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} count (ACE_player nearObjects ["StaticWeapon", (GVAR(maxRange) + 2)]);
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{
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if ((((eyePos _x) vectorDistance _playerEyePosASL) < GVAR(maxRange)) &&
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{alive _x} &&
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{(_x == (vehicle _x)) || {(vehicle _x) isKindOf "StaticWeapon"}} &&
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{GVAR(indicatorForSelf) || {_x != ACE_player}} &&
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{((lineIntersectsSurfaces [(eyePos _x), _playerEyePosASL, vehicle ACE_player, vehicle _x]) isEqualTo [])} &&
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{[_x] call EFUNC(common,isPlayer)}) then {
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_sendFingerToPlayers pushBack _x;
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};
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true
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} count _nearbyMen;
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TRACE_1("sending finger to",_sendFingerToPlayers);
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[QGVAR(fingered), [ACE_player, _fingerPosASL, _originASL vectorDistance _fingerPosASL], _sendFingerToPlayers] call CBA_fnc_targetEvent;
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// BI gestures do not work underwater, play custom "point" gesture if loaded
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if (["ace_gestures"] call EFUNC(common,isModLoaded)) then {
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QEGVAR(gestures,point) call EFUNC(gestures,playSignal); // Works underwater
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} else {
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[ACE_player, "GestureGo"] call EFUNC(common,doGesture); // Does not work underwater
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};
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true
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