mirror of
https://github.com/acemod/ACE3.git
synced 2024-08-30 18:23:18 +00:00
98 lines
4.3 KiB
Plaintext
98 lines
4.3 KiB
Plaintext
/*
|
|
* Author: PabstMirror
|
|
* Scans for nearby "Static" objects (buildings) and adds the UserActions to them.
|
|
* Called when interact_menu starts rendering (from "interact_keyDown" event)
|
|
*
|
|
* Arguments:
|
|
* 0: Interact Menu Type (0 - world, 1 - self) <NUMBER>
|
|
*
|
|
* Return Value:
|
|
* Nothing
|
|
*
|
|
* Example:
|
|
* [0] call ace_interact_menu_fnc_addHouseActions
|
|
*
|
|
* Public: Yes
|
|
*/
|
|
#include "script_component.hpp"
|
|
|
|
params ["_interactionType"];
|
|
|
|
//Ignore if not enabled:
|
|
if (!GVAR(addBuildingActions)) exitWith {};
|
|
//Ignore self-interaction menu:
|
|
if (_interactionType != 0) exitWith {};
|
|
//Ignore when mounted:
|
|
if ((vehicle ACE_player) != ACE_player) exitWith {};
|
|
|
|
[{
|
|
private ["_nearBuidlings", "_typeOfHouse", "_houseBeingScaned", "_actionSet", "_memPoints", "_memPointsActions", "_helperPos", "_helperObject"];
|
|
params ["_args", "_pfID"];
|
|
_args params ["_setPosition", "_addedHelpers", "_housesScaned", "_housesToScanForActions"];
|
|
|
|
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 {};
|
|
|
|
//Make the common case fast (cursorTarget is looking at a door):
|
|
if ((!isNull cursorTarget) && {cursorTarget isKindOf "Static"} && {!(cursorTarget in _housesScaned)}) then {
|
|
if (((count (configFile >> "CfgVehicles" >> (typeOf cursorTarget) >> "UserActions")) > 0) || {(count (getArray (configFile >> "CfgVehicles" >> (typeOf cursorTarget) >> "ladders"))) > 0}) then {
|
|
_housesToScanForActions = [cursorTarget];
|
|
} else {
|
|
_housesScaned pushBack cursorTarget;
|
|
};
|
|
};
|
|
|
|
//For performance, we only do 1 thing per frame,
|
|
//-either do a wide scan and search for houses with actions
|
|
//-or scan one house at a time and add the actions for that house
|
|
|
|
if (_housesToScanForActions isEqualTo []) then {
|
|
//If player moved >2 meters from last pos, then rescan
|
|
if (((getPosASL ace_player) distance _setPosition) < 2) exitWith {};
|
|
|
|
_nearBuidlings = nearestObjects [ace_player, ["Static"], 30];
|
|
{
|
|
_typeOfHouse = typeOf _x;
|
|
if (((count (configFile >> "CfgVehicles" >> _typeOfHouse >> "UserActions")) == 0) && {(count (getArray (configFile >> "CfgVehicles" >> _typeOfHouse >> "ladders"))) == 0}) then {
|
|
_housesScaned pushBack _x;
|
|
} else {
|
|
_housesToScanForActions pushBack _x;
|
|
};
|
|
} forEach (_nearBuidlings - _housesScaned);
|
|
|
|
_args set [0, (getPosASL ace_player)];
|
|
} else {
|
|
_houseBeingScaned = _housesToScanForActions deleteAt 0;
|
|
_typeOfHouse = typeOf _houseBeingScaned;
|
|
//Skip this house for now if we are outside of it's radius
|
|
//(we have to scan far out for the big houses, but we don't want to waste time adding actions on every little shack)
|
|
if ((_houseBeingScaned != cursorTarget) && {((ACE_player distance _houseBeingScaned) - ((sizeOf _typeOfHouse) / 2)) > 4}) exitWith {};
|
|
|
|
_housesScaned pushBack _houseBeingScaned;
|
|
|
|
_actionSet = [_typeOfHouse] call FUNC(userActions_getHouseActions);
|
|
_actionSet params ["_memPoints", "_memPointsActions"];
|
|
|
|
// systemChat format ["Add Actions for [%1] (count %2) @ %3", _typeOfHouse, (count _memPoints), diag_tickTime];
|
|
{
|
|
_helperPos = (_houseBeingScaned modelToWorld (_houseBeingScaned selectionPosition _x)) call EFUNC(common,positionToASL);
|
|
_helperObject = "Sign_Sphere25cm_F" createVehicleLocal _helperPos;
|
|
_addedHelpers pushBack _helperObject;
|
|
_helperObject setVariable [QGVAR(building), _houseBeingScaned];
|
|
_helperObject setPosASL _helperPos;
|
|
_helperObject hideObject true;
|
|
TRACE_3("Making New Helper",_helperObject,_x,_houseBeingScaned);
|
|
|
|
{
|
|
[_helperObject, 0, [], _x] call EFUNC(interact_menu,addActionToObject);
|
|
} forEach (_memPointsActions select _forEachIndex);
|
|
|
|
} forEach _memPoints;
|
|
};
|
|
};
|
|
}, 0, [((getPosASL ace_player) vectorAdd [-100,0,0]), [], [], []]] call CBA_fnc_addPerFrameHandler;
|