ACE3/addons/trenches/functions/fnc_placeTrench.sqf
Dedmen Miller e2ac18a05d [WIP] Fix script errors reporting wrong line numbers (#6407)
* advanced_ballistics

* advanced_fatigue

* advanced_throwing

* ai

* aircraft

* arsenal

* atragmx

* attach

* backpacks

* ballistics

* captives

* cargo

* chemlights

* common

* concertina_wire

* cookoff

* dagr

* disarming

* disposable

* dogtags

* dragging

* explosives

* fastroping

* fcs

* finger

* frag

* gestures

* gforces

* goggles

* grenades

* gunbag

* hearing

* hitreactions

* huntir

* interact_menu

* interaction

* inventory

* kestrel4500

* laser

* laserpointer

* logistics_uavbattery

* logistics_wirecutter

* magazinerepack

* map

* map_gestures

* maptools

* markers

* medical

* medical_ai

* medical_blood

* medical_menu

* microdagr

* minedetector

* missileguidance

* missionmodules

* mk6mortar

* modules

* movement

* nametags

* nightvision

* nlaw

* optics

* optionsmenu

* overheating

* overpressure

* parachute

* pylons

* quickmount

* rangecard

* rearm

* recoil

* refuel

* reload

* reloadlaunchers

* repair

* respawn

* safemode

* sandbag

* scopes

* slideshow

* spectator

* spottingscope

* switchunits

* tacticalladder

* tagging

* trenches

* tripod

* ui

* vector

* vehiclelock

* vehicles

* viewdistance

* weaponselect

* weather

* winddeflection

* yardage450

* zeus

* arsenal defines.hpp

* optionals

* DEBUG_MODE_FULL 1

* DEBUG_MODE_FULL 2

* Manual fixes

* Add SQF Validator check for #include after block comment

* explosives fnc_openTimerUI

* fix uniqueItems
2018-09-17 14:19:29 -05:00

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#include "script_component.hpp"
/*
* Author: Garth 'L-H' de Wet, Ruthberg, edited by commy2 for better MP and eventual AI support, esteldunedain
* Starts the place process for trench.
*
* Arguments:
* 0: unit <OBJECT>
* 1: Trench class <STRING>
*
* Return Value:
* None
*
* Example:
* [ACE_player, "ACE_envelope_small"] call ace_trenches_fnc_placeTrench
*
* Public: No
*/
params ["_unit", "_trenchClass"];
//Load trench data
private _noGeoModel = getText (configFile >> "CfgVehicles" >> _trenchClass >> QGVAR(noGeoClass));
if(_noGeoModel == "") then {_noGeoModel = _trenchClass;};
GVAR(trenchClass) = _trenchClass;
GVAR(trenchPlacementData) = getArray (configFile >> "CfgVehicles" >> _trenchClass >> QGVAR(placementData));
TRACE_1("",GVAR(trenchPlacementData));
// prevent the placing unit from running
[_unit, "forceWalk", "ACE_Trenches", true] call EFUNC(common,statusEffect_set);
[_unit, "blockThrow", "ACE_Trenches", true] call EFUNC(common,statusEffect_set);
// create the trench
private _trench = createVehicle [_noGeoModel, [0, 0, 0], [], 0, "NONE"];
GVAR(trench) = _trench;
// prevent collisions with trench
[QEGVAR(common,enableSimulationGlobal), [_trench, false]] call CBA_fnc_serverEvent;
GVAR(digDirection) = 0;
// pfh that runs while the dig is in progress
GVAR(digPFH) = [{
(_this select 0) params ["_unit", "_trench"];
// Cancel if the helper object is gone
if (isNull _trench) exitWith {
[_unit] call FUNC(placeCancel);
};
// Cancel if the place is no longer suitable
if !([_unit] call FUNC(canDigTrench)) exitWith {
[_unit] call FUNC(placeCancel);
};
// Update trench position
GVAR(trenchPlacementData) params ["_dx", "_dy", "_offset"];
private _basePos = eyePos _unit vectorAdd ([sin getDir _unit, +cos getDir _unit, 0] vectorMultiply 1.0);
private _angle = (GVAR(digDirection) + getDir _unit);
// _v1 forward from the player, _v2 to the right, _v3 points away from the ground
private _v3 = surfaceNormal _basePos;
private _v2 = [sin _angle, +cos _angle, 0] vectorCrossProduct _v3;
private _v1 = _v3 vectorCrossProduct _v2;
// Stick the trench to the ground
_basePos set [2, getTerrainHeightASL _basePos];
private _minzoffset = 0;
for [{private _ix = -_dx/2},{_ix <= _dx/2},{_ix = _ix + _dx/3}] do {
for [{private _iy = -_dy/2},{_iy <= _dy/2},{_iy = _iy + _dy/3}] do {
private _pos = _basePos vectorAdd (_v2 vectorMultiply _ix)
vectorAdd (_v1 vectorMultiply _iy);
_minzoffset = _minzoffset min ((getTerrainHeightASL _pos) - (_pos select 2));
#ifdef DEBUG_MODE_FULL
_pos set [2, getTerrainHeightASL _pos];
_pos2 = +_pos;
_pos2 set [2, getTerrainHeightASL _pos + 1];
drawLine3D [ASLtoAGL _pos, ASLtoAGL _pos2, [1,1,0,1]];
#endif
};
};
_basePos set [2, (_basePos select 2) + _minzoffset + _offset];
TRACE_2("",_minzoffset,_offset);
_trench setPosASL _basePos;
_trench setVectorDirAndUp [_v1, _v3];
GVAR(trenchPos) = _basePos;
}, 0, [_unit, _trench]] call CBA_fnc_addPerFrameHandler;
// add mouse button action and hint
[localize LSTRING(ConfirmDig), localize LSTRING(CancelDig), localize LSTRING(ScrollAction)] call EFUNC(interaction,showMouseHint);
_unit setVariable [QGVAR(Dig), [
_unit, "DefaultAction",
{GVAR(digPFH) != -1},
{[_this select 0] call FUNC(placeConfirm)}
] call EFUNC(common,addActionEventHandler)];
_unit setVariable [QGVAR(isPlacing), true, true];