ACE3/addons/logistics_wirecutter/functions/fnc_interactEH.sqf
Phyma ffaa195fe5 Conform function headers to coding guidelines (#5255)
* Fixed headers to work with silentspike python script

* Fixed rest of the files

* Fixed ace-team
2017-06-08 15:31:51 +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:
* None
*
* Example:
* [0] call ace_logistics_wirecutter_fnc_interactEH
*
* Public: Yes
*/
#include "script_component.hpp"
params ["_interactionType"];
//Ignore self-interaction menu or mounted vehicle interaction
if ((_interactionType != 0) || {(vehicle ACE_player) != ACE_player}) 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 {};
TRACE_1("Starting wire-cut action PFEH",_interactionType);
[{
private ["_fncStatement", "_attachedFence", "_fncCondition", "_helper", "_action"];
params ["_args", "_pfID"];
_args params ["_setPosition", "_addedHelpers", "_fencesHelped"];
if (!EGVAR(interact_menu,keyDown)) then {
{deleteVehicle _x; nil} count _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 ["", "_player", "_attachedFence"];
[_player, _attachedFence] call FUNC(cutDownFence);
};
_fncCondition = {
params ["_helper", "_player", "_attachedFence"];
if (!([_player, _attachedFence, []] call EFUNC(common,canInteractWith))) exitWith {false};
((!isNull _attachedFence) && {(damage _attachedFence) < 1} && {("ACE_wirecutter" in (items _player))} && {
//Custom LOS check for fence
private _headPos = ACE_player modelToWorldVisual (ACE_player selectionPosition "pilot");
((!(lineIntersects [AGLtoASL _headPos, AGLtoASL (_helper modelToWorldVisual [0,0,1.25]), _attachedFence, ACE_player])) ||
{!(lineIntersects [AGLtoASL _headPos, getPosASL _attachedFence, _attachedFence, ACE_player])})
})
};
{
if (!(_x in _fencesHelped)) then {
if ([_x] call FUNC(isFence)) then {
_fencesHelped pushBack _x;
_helper = "ACE_LogicDummy" createVehicleLocal (getpos _x);
_action = [QGVAR(helperCutFence), (localize LSTRING(CutFence)), QPATHTOF(ui\wirecutter_ca.paa), _fncStatement, _fncCondition, {}, _x, {[0,0,0]}, 5.5, [false, false, false, false, true]] call EFUNC(interact_menu,createAction);
[_helper, 0, [],_action] call EFUNC(interact_menu,addActionToObject);
_helper setPosASL ((getPosASL _x) vectorAdd [0,0,1.25]);
_addedHelpers pushBack _helper;
};
};
nil
} count nearestObjects [ace_player, [], 15];
_args set [0, (getPosASL ace_player)];
};
};
}, 0.1, [((getPosASL ace_player) vectorAdd [-100,0,0]), [], []]] call CBA_fnc_addPerFrameHandler;